gles triangle
This commit is contained in:
parent
bd699f2183
commit
9cbcd7acca
3 changed files with 294 additions and 263 deletions
418
main.c
418
main.c
|
|
@ -5,10 +5,11 @@
|
|||
#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>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
//int main() {
|
||||
// struct wl_display *display = wl_display_connect(NULL);
|
||||
|
|
@ -23,208 +24,231 @@
|
|||
//
|
||||
// wl_display_disconnect(display);
|
||||
//}
|
||||
struct our_state {
|
||||
// ...
|
||||
struct wl_compositor *compositor;
|
||||
// ...
|
||||
};
|
||||
//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, ®istry_listener, &state);
|
||||
// wl_display_roundtrip(display);
|
||||
// return 0;
|
||||
//}
|
||||
|
||||
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);
|
||||
void checkGlError() {
|
||||
const char *err = SDL_GetError();
|
||||
if (*err != 0) {
|
||||
printf("OpenGL error: %s", err);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
registry_handle_global_remove(void *data, struct wl_registry *registry,
|
||||
uint32_t name)
|
||||
{
|
||||
// This space deliberately left blank
|
||||
/// 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;
|
||||
}
|
||||
|
||||
static const struct wl_registry_listener
|
||||
registry_listener = {
|
||||
.global = registry_handle_global,
|
||||
.global_remove = registry_handle_global_remove,
|
||||
};
|
||||
const char *vertex_shader_src =
|
||||
"attribute vec4 vPosition; \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" gl_Position = vPosition; \n"
|
||||
"} \n";
|
||||
|
||||
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, ®istry_listener, &state);
|
||||
wl_display_roundtrip(display);
|
||||
return 0;
|
||||
/// 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);
|
||||
|
||||
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);
|
||||
|
||||
// Load the vertex data
|
||||
GLfloat vVertices[] = {
|
||||
0.0f, 0.5f, 0.0f,
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f
|
||||
};
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
|
||||
glEnableVertexAttribArray(0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
checkGlError();
|
||||
}
|
||||
|
||||
checkGlError();
|
||||
}
|
||||
|
||||
//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;
|
||||
//}
|
||||
//
|
||||
///// returns 0 if failed.
|
||||
//GLuint create_shader(const char *fragment_src) {
|
||||
// GLuint program = glCreateProgram();
|
||||
// GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
|
||||
// if (!(fragment_shader == 0)) {
|
||||
// glAttachShader(program, fragment_shader);
|
||||
// glLinkProgram(program);
|
||||
// glValidateProgram(program);
|
||||
// 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_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;
|
||||
// }
|
||||
// glEnable(GL_DEPTH_TEST);
|
||||
//
|
||||
// SDL_Event e;
|
||||
// int running = 1;
|
||||
//
|
||||
// GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
|
||||
//
|
||||
// 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);
|
||||
//
|
||||
// // Draw quad.
|
||||
// glBegin(GL_QUADS);
|
||||
// glVertex2f(-1, 1);
|
||||
// glVertex2f(-1,-1);
|
||||
// glVertex2f( 1,-1);
|
||||
// glVertex2f( 1, 1);
|
||||
//
|
||||
// glEnd();
|
||||
//
|
||||
// SDL_GL_SwapWindow(window);
|
||||
// }
|
||||
//
|
||||
// checkGlError();
|
||||
//}
|
||||
//
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue