waybad
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8e43e4db7e
commit
bd699f2183
3 changed files with 220 additions and 156 deletions
4
Makefile
4
Makefile
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@ -1,4 +1,4 @@
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LIBS=sdl3 opengl
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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 $(LIBS))
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@ -6,4 +6,4 @@ all:
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$(CC) $(CFLAGS) $(LDFLAGS) -o glonkers main.c
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run: all
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SDL_VIDEODRIVER="wayland,x11" ./glonkers
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./glonkers
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@ -18,6 +18,8 @@
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pkg-config
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sdl3
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libGL
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wayland
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wayland-protocols
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];
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installPhase = ''
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mkdir -p $out/bin
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370
main.c
370
main.c
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@ -3,166 +3,228 @@
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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 <GL/gl.h>
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#include <SDL3/SDL.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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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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//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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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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struct our_state *state = data;
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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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/// 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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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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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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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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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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return id;
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}
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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 fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
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if (!(fragment_shader == 0)) {
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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(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_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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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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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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// Draw quad.
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glBegin(GL_QUADS);
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glVertex2f(-1, 1);
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glVertex2f(-1,-1);
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glVertex2f( 1,-1);
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glVertex2f( 1, 1);
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glEnd();
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SDL_GL_SwapWindow(window);
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}
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checkGlError();
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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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//
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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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//
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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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//
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// return id;
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//}
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//
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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 fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
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// if (!(fragment_shader == 0)) {
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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(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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//
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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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//
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// GLuint shader = create_shader(string);
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//
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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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//
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// free(string);
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// return shader;
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//}
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//
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//struct timespec program_start;
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//
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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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//
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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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//
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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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//
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//int main() {
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// init_timer();
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//
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// printf("Good Morning 🍵\n");
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// SDL_Init(SDL_INIT_VIDEO);
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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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//
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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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// glEnable(GL_DEPTH_TEST);
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//
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// SDL_Event e;
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// int running = 1;
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//
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// GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
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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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//
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// // Rendorrrr
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// glViewport(0, 0, w, h);
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//
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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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//
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// // Shader parameters.
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// glUseProgram(shader);
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//
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// int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
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// glUniform2f(uniform_WindowSize, w, h);
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//
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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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//
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// // Draw quad.
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// glBegin(GL_QUADS);
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// glVertex2f(-1, 1);
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// glVertex2f(-1,-1);
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// glVertex2f( 1,-1);
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// glVertex2f( 1, 1);
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//
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// glEnd();
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//
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// SDL_GL_SwapWindow(window);
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// }
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//
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// checkGlError();
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//}
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//
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