orca/sketches/triangleGL/main.c

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/************************************************************/ /**
*
* @file: main.cpp
* @author: Martin Fouilleul
* @date: 30/07/2022
* @revision:
*
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*****************************************************************/
#include <stdio.h>
#include <string.h>
#define _USE_MATH_DEFINES //NOTE: necessary for MSVC
#include <math.h>
#define OC_INCLUDE_GL_API
#include "orca.h"
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unsigned int program;
const char* vshaderSource =
"#version 430\n"
"in vec4 vPosition;\n"
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"uniform mat4 transform;\n"
"void main()\n"
"{\n"
" gl_Position = transform*vPosition;\n"
"}\n";
const char* fshaderSource =
"#version 430\n"
"precision mediump float;\n"
"layout(location = 0) out vec4 diffuse;"
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"void main()\n"
"{\n"
" diffuse = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
void compile_shader(GLuint shader, const char* source)
{
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
int err = glGetError();
if(err)
{
oc_log_error("gl error: %i\n", err);
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}
int status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(!status)
{
char buffer[256];
int size = 0;
glGetShaderInfoLog(shader, 256, &size, buffer);
oc_log_error("shader error: %.*s\n", size, buffer);
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}
}
int main()
{
oc_init();
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oc_rect rect = { .x = 100, .y = 100, .w = 800, .h = 600 };
oc_window window = oc_window_create(rect, OC_STR8("test"), 0);
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//NOTE: create surface
oc_surface surface = oc_surface_create_for_window(window, OC_GL);
if(oc_surface_is_nil(surface))
{
#if OC_PLATFORM_MACOS
OC_ABORT("Desktop OpenGL surface is not implemented yet on macOS\n");
#else
OC_ABORT("Couldn't create GL surface\n");
#endif
}
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//NOTE: init shader and gl state
oc_surface_select(surface);
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GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
GLfloat vertices[] = {
-0.866 / 2, -0.5 / 2, 0, 0.866 / 2, -0.5 / 2, 0, 0, 0.5, 0
};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int vshader = glCreateShader(GL_VERTEX_SHADER);
unsigned int fshader = glCreateShader(GL_FRAGMENT_SHADER);
program = glCreateProgram();
compile_shader(vshader, vshaderSource);
compile_shader(fshader, fshaderSource);
glAttachShader(program, vshader);
glAttachShader(program, fshader);
glLinkProgram(program);
int status = 0;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if(!status)
{
char buffer[256];
int size = 0;
glGetProgramInfoLog(program, 256, &size, buffer);
oc_log_error("link error: %.*s\n", size, buffer);
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}
glUseProgram(program);
oc_window_bring_to_front(window);
// oc_window_focus(window);
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while(!oc_should_quit())
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{
oc_pump_events(0);
oc_event* event = 0;
while((event = oc_next_event(oc_scratch())) != 0)
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{
switch(event->type)
{
case OC_EVENT_WINDOW_CLOSE:
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{
oc_request_quit();
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}
break;
default:
break;
}
}
oc_surface_select(surface);
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glClearColor(0.3, 0.3, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
static float alpha = 0;
//f32 aspect = frameSize.x/frameSize.y;
f32 aspect = 800 / (f32)600;
GLfloat matrix[] = { cosf(alpha) / aspect, sinf(alpha), 0, 0,
-sinf(alpha) / aspect, cosf(alpha), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 };
alpha += 2 * M_PI / 120;
glUniformMatrix4fv(0, 1, false, matrix);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
oc_surface_present(surface);
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oc_arena_clear(oc_scratch());
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}
oc_terminate();
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return (0);
}