glonkers/main.c
2025-12-08 18:48:31 +01:00

111 lines
2.7 KiB
C

#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <GL/gl.h>
#include <SDL3/SDL.h>
void checkGlError() {
const char *err = SDL_GetError();
if (*err != 0) {
printf("OpenGL error: %s", err);
}
}
const char *fragment_shader_source =
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 uv;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(gl_FragCoord.xy / 800, 0.0, 1.0);\n"
"}\n";
GLuint compile_shader(GLuint type, const char *src) {
GLuint id = glCreateShader(GL_FRAGMENT_SHADER);
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;
}
GLuint create_shader(const char *fragment_src) {
GLuint program = glCreateProgram();
GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(fragment_shader);
return program;
}
int main() {
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;
float angle = 0.0;
GLuint shader = create_shader(fragment_shader_source);
glUseProgram(shader);
while (running) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
}
checkGlError();
// Rendorrrr
glViewport(0, 0, 800, 800);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//drawCube();
// Front
glBegin(GL_QUADS);
glVertex2f(-1, 1);
glVertex2f(-1,-1);
glVertex2f( 1,-1);
glVertex2f( 1, 1);
glEnd();
SDL_GL_SwapWindow(window);
angle += 0.5;
}
checkGlError();
}