multiple files

This commit is contained in:
Rakarake 2025-12-14 14:03:57 +01:00
parent 5943b483ce
commit 864df46d69
6 changed files with 324 additions and 296 deletions

1
.gitignore vendored
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@ -1,3 +1,4 @@
glonkers glonkers
*.o
.ccls-cache .ccls-cache
.direnv .direnv

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@ -2,8 +2,16 @@ LIBS=sdl3 opengl wayland-client
CFLAGS=-g -Wall -Wextra $(shell pkg-config --cflags $(LIBS)) CFLAGS=-g -Wall -Wextra $(shell pkg-config --cflags $(LIBS))
LDFLAGS=$(shell pkg-config --libs $(LIBS)) LDFLAGS=$(shell pkg-config --libs $(LIBS))
all: objects = renderer.o
$(CC) $(CFLAGS) $(LDFLAGS) -o glonkers main.c
run: all glonkers: $(objects) glonkers.c
$(CC) $(CFLAGS) $(LDFLAGS) -o glonkers $^
$(objects): %.o: %.c
$(CC) $(CFLAGS) $(LDFLAGS) -c $^ -o $@
clean:
rm -f *.o glonkers
run: glonkers
SDL_VIDEODRIVER="wayland,x11" ./glonkers SDL_VIDEODRIVER="wayland,x11" ./glonkers

128
glonkers.c Normal file
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#include <stdio.h>
#include <time.h>
#include <stdint.h>
#include <string.h>
#include <wayland-client.h>
#include <wayland-util.h>
#include <SDL3/SDL.h>
#include "renderer.h"
//int main() {
// struct wl_display *display = wl_display_connect(NULL);
// if (!display) {
// fprintf(stderr, "Failed to connect to Wayland display.\n");
// return 1;
// }
// fprintf(stderr, "Connection established!\n");
//
// while (wl_display_dispatch(display) != -1) {
// }
//
// wl_display_disconnect(display);
//}
//struct our_state {
// // ...
// struct wl_compositor *compositor;
// // ...
//};
//
//static void
//registry_handle_global(void *data, struct wl_registry *registry,
// uint32_t name, const char *interface, uint32_t version)
//{
// printf("interface: '%s', version: %d, name: %d\n",
// interface, version, name);
//
// struct our_state *state = data;
//
// if (strcmp(interface, wl_compositor_interface.name) == 0) {
// state->compositor = wl_registry_bind(
// registry, name, &wl_compositor_interface, 4);
// }
//}
//
//static void
//registry_handle_global_remove(void *data, struct wl_registry *registry,
// uint32_t name)
//{
// // This space deliberately left blank
//}
//
//static const struct wl_registry_listener
//registry_listener = {
// .global = registry_handle_global,
// .global_remove = registry_handle_global_remove,
//};
//
//int
//main(int argc, char *argv[])
//{
// struct our_state state = { 0 };
// struct wl_display *display = wl_display_connect(NULL);
// struct wl_registry *registry = wl_display_get_registry(display);
// wl_registry_add_listener(registry, &registry_listener, &state);
// wl_display_roundtrip(display);
// return 0;
//}
struct timespec program_start;
void init_timer() {
clock_gettime(CLOCK_MONOTONIC, &program_start);
}
double time_since_start() {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
return (now.tv_sec - program_start.tv_sec) +
(now.tv_nsec - program_start.tv_nsec) / 1e9;
}
int main() {
init_timer();
printf("Good Morning 🍵\n");
SDL_Init(SDL_INIT_VIDEO);
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_Window* window = SDL_CreateWindow("SDL3 OpenGL Cube",
800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
printf("CreateWindow Error: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
printf("GL Context Error: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
Renderer renderer = new_renderer();
SDL_Event e;
int running = 1;
int w, h;
while (running) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
if (e.type == SDL_EVENT_WINDOW_RESIZED) {
SDL_GetWindowSize(window, &w, &h);
}
}
double time = time_since_start();
render(&renderer, w, h, time);
SDL_GL_SwapWindow(window);
}
}

293
main.c
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@ -1,293 +0,0 @@
#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <time.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <EGL/egl.h>
#include <GL/gl.h>
#include <wayland-client.h>
#include <wayland-util.h>
#include <SDL3/SDL.h>
//int main() {
// struct wl_display *display = wl_display_connect(NULL);
// if (!display) {
// fprintf(stderr, "Failed to connect to Wayland display.\n");
// return 1;
// }
// fprintf(stderr, "Connection established!\n");
//
// while (wl_display_dispatch(display) != -1) {
// }
//
// wl_display_disconnect(display);
//}
//struct our_state {
// // ...
// struct wl_compositor *compositor;
// // ...
//};
//
//static void
//registry_handle_global(void *data, struct wl_registry *registry,
// uint32_t name, const char *interface, uint32_t version)
//{
// printf("interface: '%s', version: %d, name: %d\n",
// interface, version, name);
//
// struct our_state *state = data;
//
// if (strcmp(interface, wl_compositor_interface.name) == 0) {
// state->compositor = wl_registry_bind(
// registry, name, &wl_compositor_interface, 4);
// }
//}
//
//static void
//registry_handle_global_remove(void *data, struct wl_registry *registry,
// uint32_t name)
//{
// // This space deliberately left blank
//}
//
//static const struct wl_registry_listener
//registry_listener = {
// .global = registry_handle_global,
// .global_remove = registry_handle_global_remove,
//};
//
//int
//main(int argc, char *argv[])
//{
// struct our_state state = { 0 };
// struct wl_display *display = wl_display_connect(NULL);
// struct wl_registry *registry = wl_display_get_registry(display);
// wl_registry_add_listener(registry, &registry_listener, &state);
// wl_display_roundtrip(display);
// return 0;
//}
void checkGlError() {
const char *err = SDL_GetError();
if (*err != 0) {
printf("OpenGL error: %s", err);
}
}
/// returns 0 if failed.
GLuint compile_shader(GLuint type, const char *src) {
GLuint id = glCreateShader(type);
glShaderSource(id, 1, &src, 0);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &result);
char *message = alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
printf("failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
printf("%s\n", message);
glDeleteShader(id);
return 0;
}
return id;
}
const char *vertex_shader_src =
//"attribute vec4 vPosition; \n"
//"void main() \n"
//"{ \n"
//" gl_Position = vPosition; \n"
//"} \n";
"#version 320 es\n"
"\n"
"layout(location = 0) in vec2 aPos;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(aPos, 0.0, 1.0);\n"
"}\n";
/// returns 0 if failed.
GLuint create_shader(const char *fragment_src) {
GLuint program = glCreateProgram();
GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
if (!((fragment_shader == 0) || (vertex_shader == 0))) {
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
} else {
return 0;
}
}
GLuint load_shader(const char *path) {
FILE *handle = fopen(path, "r");
fseek(handle, 0L, SEEK_END);
long length = ftell(handle);
fseek(handle, 0L, SEEK_SET);
char *string = malloc(length * sizeof(char));
if (!fread(string, sizeof(char), length, handle)) {
printf("failed to read shader file");
exit(1);
}
fclose(handle);
GLuint shader = create_shader(string);
//if (shader == 0) {
// // print file
// int line_count = 1;
// printf("%i\t", line_count);
// line_count++;
// for (int i = 0; i < length; i++) {
// printf("%c", string[i]);
// if (string[i] == '\n') {
// printf("%i\t", line_count);
// line_count++;
// }
// }
// printf("\n");
//}
free(string);
return shader;
}
struct timespec program_start;
void init_timer() {
clock_gettime(CLOCK_MONOTONIC, &program_start);
}
double time_since_start() {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
return (now.tv_sec - program_start.tv_sec) +
(now.tv_nsec - program_start.tv_nsec) / 1e9;
}
int main() {
init_timer();
printf("Good Morning 🍵\n");
SDL_Init(SDL_INIT_VIDEO);
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_Window* window = SDL_CreateWindow("SDL3 OpenGL Cube",
800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
printf("CreateWindow Error: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
const char *version = (const char *)glGetString(GL_VERSION);
const char *renderer = (const char *)glGetString(GL_RENDERER);
SDL_Log("GL_VERSION: %s", version);
SDL_Log("GL_RENDERER: %s", renderer);
if (!glContext) {
printf("GL Context Error: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
glEnable(GL_DEPTH_TEST);
SDL_Event e;
int running = 1;
GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
// buffers
// Load the vertex data
GLfloat vertices[] = {
-1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
};
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertices),
vertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // location
2, // vec2
GL_FLOAT,
GL_FALSE,
0,
(void *)0
);
int w, h;
double time;
while (running) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
if (e.type == SDL_EVENT_WINDOW_RESIZED) {
SDL_GetWindowSize(window, &w, &h);
}
}
checkGlError();
// Rendorrrr
glViewport(0, 0, w, h);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader parameters.
glUseProgram(shader);
int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
glUniform2f(uniform_WindowSize, w, h);
time = time_since_start();
int uniform_time = glGetUniformLocation(shader, "time");
glUniform1f(uniform_time, (float)time);
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
//glEnableVertexAttribArray(0);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(window);
checkGlError();
}
checkGlError();
}

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renderer.c Normal file
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#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <GL/gl.h>
#include <stdlib.h>
#include "renderer.h"
void checkGlError() {
//const char *err = SDL_GetError();
//if (*err != 0) {
// printf("OpenGL error: %s", err);
//}
}
/// returns 0 if failed.
GLuint compile_shader(GLuint type, const char *src) {
GLuint id = glCreateShader(type);
glShaderSource(id, 1, &src, 0);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &result);
char *message = alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
printf("failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
printf("%s\n", message);
glDeleteShader(id);
return 0;
}
return id;
}
const char *vertex_shader_src =
//"attribute vec4 vPosition; \n"
//"void main() \n"
//"{ \n"
//" gl_Position = vPosition; \n"
//"} \n";
"#version 320 es\n"
"\n"
"layout(location = 0) in vec2 aPos;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(aPos, 0.0, 1.0);\n"
"}\n";
/// returns 0 if failed.
GLuint create_shader(const char *fragment_src) {
GLuint program = glCreateProgram();
GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
if (!((fragment_shader == 0) || (vertex_shader == 0))) {
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
} else {
return 0;
}
}
GLuint load_shader(const char *path) {
FILE *handle = fopen(path, "r");
fseek(handle, 0L, SEEK_END);
long length = ftell(handle);
fseek(handle, 0L, SEEK_SET);
char *string = malloc(length * sizeof(char));
if (!fread(string, sizeof(char), length, handle)) {
printf("failed to read shader file");
exit(1);
}
fclose(handle);
GLuint shader = create_shader(string);
//if (shader == 0) {
// // print file
// int line_count = 1;
// printf("%i\t", line_count);
// line_count++;
// for (int i = 0; i < length; i++) {
// printf("%c", string[i]);
// if (string[i] == '\n') {
// printf("%i\t", line_count);
// line_count++;
// }
// }
// printf("\n");
//}
free(string);
return shader;
}
Renderer new_renderer() {
const char *version_str = (const char *)glGetString(GL_VERSION);
const char *renderer_str = (const char *)glGetString(GL_RENDERER);
printf("GL_VERSION: %s\n", version_str);
printf("GL_RENDERER: %s\n", renderer_str);
glEnable(GL_DEPTH_TEST);
GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
// buffers
// Load the vertex data
GLfloat vertices[] = {
-1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
};
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertices),
vertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // location
2, // vec2
GL_FLOAT,
GL_FALSE,
0,
(void *)0
);
Renderer renderer = { shader, vao };
return renderer;
}
void render(Renderer *state, int w, int h, double time) {
checkGlError();
// Rendorrrr
glViewport(0, 0, w, h);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader parameters.
glUseProgram(state->shader);
int uniform_WindowSize = glGetUniformLocation(state->shader, "WindowSize");
glUniform2f(uniform_WindowSize, w, h);
int uniform_time = glGetUniformLocation(state->shader, "time");
glUniform1f(uniform_time, (float)time);
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
//glEnableVertexAttribArray(0);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(state->vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
}

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renderer.h Normal file
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#ifndef RENDERER_H
#define RENDERER_H
typedef struct Renderer {
unsigned int shader;
unsigned int vao;
} Renderer;
Renderer new_renderer();
void render(Renderer *renderer, int w, int h, double time);
#endif