2023-09-07 12:51:48 +00:00
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/*************************************************************************
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2023-08-24 22:30:20 +00:00
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*
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2023-09-07 12:51:48 +00:00
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* Orca
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* Copyright 2023 Martin Fouilleul and the Orca project contributors
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* See LICENSE.txt for licensing information
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2023-08-24 22:30:20 +00:00
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*
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2023-09-07 12:51:48 +00:00
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**************************************************************************/
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2023-08-19 12:49:23 +00:00
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#include <stdio.h>
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#include <string.h>
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#define _USE_MATH_DEFINES //NOTE: necessary for MSVC
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#include <math.h>
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#define OC_INCLUDE_GL_API
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#include "orca.h"
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unsigned int program;
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const char* vshaderSource =
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"#version 430\n"
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"in vec4 vPosition;\n"
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"uniform mat4 transform;\n"
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"void main()\n"
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"{\n"
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" gl_Position = transform*vPosition;\n"
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"}\n";
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const char* fshaderSource =
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"#version 430\n"
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"precision mediump float;\n"
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"layout(location = 0) out vec4 diffuse;"
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"void main()\n"
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"{\n"
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" diffuse = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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void compile_shader(GLuint shader, const char* source)
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{
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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int err = glGetError();
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if(err)
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{
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oc_log_error("gl error: %i\n", err);
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}
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int status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(!status)
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{
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char buffer[256];
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int size = 0;
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glGetShaderInfoLog(shader, 256, &size, buffer);
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oc_log_error("shader error: %.*s\n", size, buffer);
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}
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}
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int main()
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{
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oc_init();
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oc_rect rect = { .x = 100, .y = 100, .w = 800, .h = 600 };
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oc_window window = oc_window_create(rect, OC_STR8("test"), 0);
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//NOTE: create surface
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oc_surface surface = oc_surface_create_for_window(window, OC_GL);
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if(oc_surface_is_nil(surface))
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{
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#if OC_PLATFORM_MACOS
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OC_ABORT("Desktop OpenGL surface is not implemented yet on macOS\n");
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#else
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OC_ABORT("Couldn't create GL surface\n");
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#endif
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}
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//NOTE: init shader and gl state
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oc_surface_select(surface);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GLuint vertexBuffer;
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glGenBuffers(1, &vertexBuffer);
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GLfloat vertices[] = {
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-0.866 / 2, -0.5 / 2, 0, 0.866 / 2, -0.5 / 2, 0, 0, 0.5, 0
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};
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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unsigned int vshader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int fshader = glCreateShader(GL_FRAGMENT_SHADER);
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program = glCreateProgram();
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compile_shader(vshader, vshaderSource);
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compile_shader(fshader, fshaderSource);
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glAttachShader(program, vshader);
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glAttachShader(program, fshader);
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glLinkProgram(program);
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int status = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if(!status)
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{
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char buffer[256];
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int size = 0;
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glGetProgramInfoLog(program, 256, &size, buffer);
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oc_log_error("link error: %.*s\n", size, buffer);
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}
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glUseProgram(program);
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oc_window_bring_to_front(window);
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// oc_window_focus(window);
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while(!oc_should_quit())
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{
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oc_arena_scope* scratch = oc_scratch_begin();
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oc_pump_events(0);
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oc_event* event = 0;
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while((event = oc_next_event(scratch.arena)) != 0)
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{
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switch(event->type)
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{
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case OC_EVENT_WINDOW_CLOSE:
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{
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oc_request_quit();
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}
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break;
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default:
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break;
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}
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}
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oc_surface_select(surface);
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glClearColor(0.3, 0.3, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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static float alpha = 0;
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//f32 aspect = frameSize.x/frameSize.y;
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f32 aspect = 800 / (f32)600;
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GLfloat matrix[] = { cosf(alpha) / aspect, sinf(alpha), 0, 0,
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-sinf(alpha) / aspect, cosf(alpha), 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1 };
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alpha += 2 * M_PI / 120;
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glUniformMatrix4fv(0, 1, false, matrix);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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oc_surface_present(surface);
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oc_scratch_end(scratch);
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}
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oc_terminate();
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return (0);
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}
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