glonkers/main.c
2025-12-10 19:07:35 +01:00

168 lines
4.2 KiB
C

#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <time.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <SDL3/SDL.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;
}
/// 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();
}