glonkers/main.c
2025-12-08 05:08:01 +01:00

139 lines
3.1 KiB
C

#include <stdio.h>
#include <GL/gl.h>
#include <SDL3/SDL.h>
float tanf(float in) {
return in;
}
void perspective(float fovY, float aspect, float zNear, float zFar, float* matrix) {
float f = 1.0f / tanf(fovY * 0.5f * (3.14159265358979323846f / 180.0f));
matrix[0] = f / aspect;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 0;
matrix[5] = f;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 0;
matrix[9] = 0;
matrix[10] = (zFar + zNear) / (zNear - zFar);
matrix[11] = -1;
matrix[12] = 0;
matrix[13] = 0;
matrix[14] = (2 * zFar * zNear) / (zNear - zFar);
matrix[15] = 0;
}
void drawCube() {
glBegin(GL_QUADS);
// Front
glColor3f(1, 0, 0);
glVertex3f(-1, -1, 1);
glVertex3f( 1, -1, 1);
glVertex3f( 1, 1, 1);
glVertex3f(-1, 1, 1);
// Back
glColor3f(0, 1, 0);
glVertex3f(-1, -1, -1);
glVertex3f(-1, 1, -1);
glVertex3f( 1, 1, -1);
glVertex3f( 1, -1, -1);
// Top
glColor3f(0, 0, 1);
glVertex3f(-1, 1, -1);
glVertex3f(-1, 1, 1);
glVertex3f( 1, 1, 1);
glVertex3f( 1, 1, -1);
// Bottom
glColor3f(1, 1, 0);
glVertex3f(-1, -1, -1);
glVertex3f( 1, -1, -1);
glVertex3f( 1, -1, 1);
glVertex3f(-1, -1, 1);
// Right
glColor3f(1, 0, 1);
glVertex3f(1, -1, -1);
glVertex3f(1, 1, -1);
glVertex3f(1, 1, 1);
glVertex3f(1, -1, 1);
// Left
glColor3f(0, 1, 1);
glVertex3f(-1, -1, -1);
glVertex3f(-1, -1, 1);
glVertex3f(-1, 1, 1);
glVertex3f(-1, 1, -1);
glEnd();
}
void checkGlError() {
const char *err = SDL_GetError();
if (*err != 0) {
printf("OpenGL error: %s", err);
}
}
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;
while (running) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
}
checkGlError();
// Rendorrrr
glViewport(0, 0, 800, 600);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float proj[16];
perspective(60.0f, 800.0f / 600.0f, 1.0f, 100.0f, proj);
glLoadMatrixf(proj);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(angle, 1.0f, 1.0f, 0.0f);
drawCube();
SDL_GL_SwapWindow(window);
angle += 0.5;
}
checkGlError();
}