multiple files
This commit is contained in:
parent
5943b483ce
commit
864df46d69
6 changed files with 324 additions and 296 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -1,3 +1,4 @@
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glonkers
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*.o
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.ccls-cache
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.direnv
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14
Makefile
14
Makefile
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@ -2,8 +2,16 @@ LIBS=sdl3 opengl wayland-client
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CFLAGS=-g -Wall -Wextra $(shell pkg-config --cflags $(LIBS))
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LDFLAGS=$(shell pkg-config --libs $(LIBS))
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all:
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$(CC) $(CFLAGS) $(LDFLAGS) -o glonkers main.c
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objects = renderer.o
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run: all
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glonkers: $(objects) glonkers.c
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$(CC) $(CFLAGS) $(LDFLAGS) -o glonkers $^
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$(objects): %.o: %.c
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$(CC) $(CFLAGS) $(LDFLAGS) -c $^ -o $@
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clean:
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rm -f *.o glonkers
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run: glonkers
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SDL_VIDEODRIVER="wayland,x11" ./glonkers
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128
glonkers.c
Normal file
128
glonkers.c
Normal file
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@ -0,0 +1,128 @@
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#include <stdio.h>
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#include <time.h>
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#include <stdint.h>
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#include <string.h>
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#include <wayland-client.h>
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#include <wayland-util.h>
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#include <SDL3/SDL.h>
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#include "renderer.h"
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//int main() {
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// struct wl_display *display = wl_display_connect(NULL);
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// if (!display) {
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// fprintf(stderr, "Failed to connect to Wayland display.\n");
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// return 1;
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// }
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// fprintf(stderr, "Connection established!\n");
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//
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// while (wl_display_dispatch(display) != -1) {
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// }
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//
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// wl_display_disconnect(display);
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//}
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//struct our_state {
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// // ...
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// struct wl_compositor *compositor;
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// // ...
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//};
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//
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//static void
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//registry_handle_global(void *data, struct wl_registry *registry,
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// uint32_t name, const char *interface, uint32_t version)
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//{
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// printf("interface: '%s', version: %d, name: %d\n",
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// interface, version, name);
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//
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// struct our_state *state = data;
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//
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// if (strcmp(interface, wl_compositor_interface.name) == 0) {
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// state->compositor = wl_registry_bind(
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// registry, name, &wl_compositor_interface, 4);
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// }
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//}
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//
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//static void
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//registry_handle_global_remove(void *data, struct wl_registry *registry,
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// uint32_t name)
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//{
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// // This space deliberately left blank
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//}
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//
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//static const struct wl_registry_listener
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//registry_listener = {
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// .global = registry_handle_global,
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// .global_remove = registry_handle_global_remove,
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//};
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//
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//int
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//main(int argc, char *argv[])
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//{
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// struct our_state state = { 0 };
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// struct wl_display *display = wl_display_connect(NULL);
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// struct wl_registry *registry = wl_display_get_registry(display);
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// wl_registry_add_listener(registry, ®istry_listener, &state);
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// wl_display_roundtrip(display);
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// return 0;
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//}
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struct timespec program_start;
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void init_timer() {
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clock_gettime(CLOCK_MONOTONIC, &program_start);
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}
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double time_since_start() {
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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return (now.tv_sec - program_start.tv_sec) +
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(now.tv_nsec - program_start.tv_nsec) / 1e9;
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}
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int main() {
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init_timer();
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printf("Good Morning 🍵\n");
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SDL_Init(SDL_INIT_VIDEO);
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SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_Window* window = SDL_CreateWindow("SDL3 OpenGL Cube",
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800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (!window) {
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printf("CreateWindow Error: %s\n", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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if (!glContext) {
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printf("GL Context Error: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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Renderer renderer = new_renderer();
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SDL_Event e;
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int running = 1;
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int w, h;
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while (running) {
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_EVENT_QUIT) running = false;
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if (e.type == SDL_EVENT_WINDOW_RESIZED) {
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SDL_GetWindowSize(window, &w, &h);
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}
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}
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double time = time_since_start();
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render(&renderer, w, h, time);
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SDL_GL_SwapWindow(window);
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}
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}
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293
main.c
293
main.c
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@ -1,293 +0,0 @@
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#define GL_GLEXT_PROTOTYPES
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#include <stdio.h>
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#include <time.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <string.h>
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#include <EGL/egl.h>
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#include <GL/gl.h>
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#include <wayland-client.h>
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#include <wayland-util.h>
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#include <SDL3/SDL.h>
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//int main() {
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// struct wl_display *display = wl_display_connect(NULL);
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// if (!display) {
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// fprintf(stderr, "Failed to connect to Wayland display.\n");
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// return 1;
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// }
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// fprintf(stderr, "Connection established!\n");
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//
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// while (wl_display_dispatch(display) != -1) {
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// }
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//
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// wl_display_disconnect(display);
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//}
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//struct our_state {
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// // ...
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// struct wl_compositor *compositor;
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// // ...
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//};
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//
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//static void
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//registry_handle_global(void *data, struct wl_registry *registry,
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// uint32_t name, const char *interface, uint32_t version)
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//{
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// printf("interface: '%s', version: %d, name: %d\n",
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// interface, version, name);
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//
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// struct our_state *state = data;
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//
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// if (strcmp(interface, wl_compositor_interface.name) == 0) {
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// state->compositor = wl_registry_bind(
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// registry, name, &wl_compositor_interface, 4);
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// }
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//}
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//
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//static void
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//registry_handle_global_remove(void *data, struct wl_registry *registry,
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// uint32_t name)
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//{
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// // This space deliberately left blank
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//}
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//
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//static const struct wl_registry_listener
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//registry_listener = {
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// .global = registry_handle_global,
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// .global_remove = registry_handle_global_remove,
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//};
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//
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//int
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//main(int argc, char *argv[])
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//{
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// struct our_state state = { 0 };
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// struct wl_display *display = wl_display_connect(NULL);
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// struct wl_registry *registry = wl_display_get_registry(display);
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// wl_registry_add_listener(registry, ®istry_listener, &state);
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// wl_display_roundtrip(display);
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// return 0;
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//}
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void checkGlError() {
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const char *err = SDL_GetError();
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if (*err != 0) {
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printf("OpenGL error: %s", err);
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}
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}
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/// returns 0 if failed.
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GLuint compile_shader(GLuint type, const char *src) {
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GLuint id = glCreateShader(type);
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glShaderSource(id, 1, &src, 0);
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glCompileShader(id);
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int result;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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int length;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &result);
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char *message = alloca(length * sizeof(char));
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glGetShaderInfoLog(id, length, &length, message);
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printf("failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
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printf("%s\n", message);
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glDeleteShader(id);
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return 0;
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}
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return id;
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}
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const char *vertex_shader_src =
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//"attribute vec4 vPosition; \n"
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//"void main() \n"
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//"{ \n"
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//" gl_Position = vPosition; \n"
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//"} \n";
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"#version 320 es\n"
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"\n"
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"layout(location = 0) in vec2 aPos;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(aPos, 0.0, 1.0);\n"
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"}\n";
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/// returns 0 if failed.
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GLuint create_shader(const char *fragment_src) {
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GLuint program = glCreateProgram();
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GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
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GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
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if (!((fragment_shader == 0) || (vertex_shader == 0))) {
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glValidateProgram(program);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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} else {
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return 0;
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}
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}
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GLuint load_shader(const char *path) {
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FILE *handle = fopen(path, "r");
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fseek(handle, 0L, SEEK_END);
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long length = ftell(handle);
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fseek(handle, 0L, SEEK_SET);
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char *string = malloc(length * sizeof(char));
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if (!fread(string, sizeof(char), length, handle)) {
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printf("failed to read shader file");
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exit(1);
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}
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fclose(handle);
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GLuint shader = create_shader(string);
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//if (shader == 0) {
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// // print file
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// int line_count = 1;
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// printf("%i\t", line_count);
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// line_count++;
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// for (int i = 0; i < length; i++) {
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// printf("%c", string[i]);
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// if (string[i] == '\n') {
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// printf("%i\t", line_count);
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// line_count++;
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// }
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// }
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// printf("\n");
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//}
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free(string);
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return shader;
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}
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struct timespec program_start;
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void init_timer() {
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clock_gettime(CLOCK_MONOTONIC, &program_start);
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}
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double time_since_start() {
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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return (now.tv_sec - program_start.tv_sec) +
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(now.tv_nsec - program_start.tv_nsec) / 1e9;
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}
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int main() {
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init_timer();
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printf("Good Morning 🍵\n");
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SDL_Init(SDL_INIT_VIDEO);
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SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_Window* window = SDL_CreateWindow("SDL3 OpenGL Cube",
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800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (!window) {
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printf("CreateWindow Error: %s\n", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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const char *version = (const char *)glGetString(GL_VERSION);
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const char *renderer = (const char *)glGetString(GL_RENDERER);
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SDL_Log("GL_VERSION: %s", version);
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SDL_Log("GL_RENDERER: %s", renderer);
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if (!glContext) {
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printf("GL Context Error: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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glEnable(GL_DEPTH_TEST);
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SDL_Event e;
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int running = 1;
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GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
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// buffers
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// Load the vertex data
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GLfloat vertices[] = {
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-1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0,
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};
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GLuint vao, vbo;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER,
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sizeof(vertices),
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vertices,
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0, // location
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2, // vec2
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GL_FLOAT,
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GL_FALSE,
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0,
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(void *)0
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);
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int w, h;
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double time;
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while (running) {
|
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_EVENT_QUIT) running = false;
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if (e.type == SDL_EVENT_WINDOW_RESIZED) {
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SDL_GetWindowSize(window, &w, &h);
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}
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}
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checkGlError();
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// Rendorrrr
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glViewport(0, 0, w, h);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Shader parameters.
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glUseProgram(shader);
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int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
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glUniform2f(uniform_WindowSize, w, h);
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time = time_since_start();
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int uniform_time = glGetUniformLocation(shader, "time");
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glUniform1f(uniform_time, (float)time);
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//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
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//glEnableVertexAttribArray(0);
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//glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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|
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SDL_GL_SwapWindow(window);
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checkGlError();
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}
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|
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checkGlError();
|
||||
}
|
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|
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171
renderer.c
Normal file
171
renderer.c
Normal file
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@ -0,0 +1,171 @@
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#define GL_GLEXT_PROTOTYPES
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#include <stdio.h>
|
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#include <GL/gl.h>
|
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#include <stdlib.h>
|
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#include "renderer.h"
|
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|
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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);
|
||||
}
|
||||
|
||||
13
renderer.h
Normal file
13
renderer.h
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#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
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue