orca/sketches/smooth_resize/main.c

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/*************************************************************************
*
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* Orca
* Copyright 2023 Martin Fouilleul and the Orca project contributors
* See LICENSE.txt for licensing information
*
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**************************************************************************/
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#include <errno.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define _USE_MATH_DEFINES //NOTE: necessary for MSVC
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#include <math.h>
#define OC_INCLUDE_GL_API
#include "orca.h"
unsigned int program;
const char* vshaderSource =
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"#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 =
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"#version 430\n"
"layout(location = 0) out vec4 diffuse;"
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"precision mediump float;\n"
"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)
{
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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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}
}
GLfloat vertices[] = {
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-0.866 / 2, -0.5 / 2, 0, 0.866 / 2, -0.5 / 2, 0, 0, 0.5, 0
};
typedef struct app_data
{
oc_window window;
oc_surface surface;
oc_canvas canvas;
oc_font font;
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GLuint vertexBuffer;
} app_data;
void process_event(app_data* app, oc_event event)
{
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switch(event.type)
{
case OC_EVENT_WINDOW_CLOSE:
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{
oc_request_quit();
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}
break;
case OC_EVENT_WINDOW_RESIZE:
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{
oc_log_info("resizing window!\n");
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}
break;
default:
break;
}
}
void update_and_render(app_data* app)
{
oc_surface_select(app->surface);
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glClearColor(0.3, 0.3, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
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static float alpha = 0;
//f32 aspect = frameSize.x/frameSize.y;
f32 aspect = 800 / (f32)600;
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GLfloat matrix[] = { cosf(alpha) / aspect, sinf(alpha), 0, 0,
-sinf(alpha) / aspect, cosf(alpha), 0, 0,
0, 0, 1, 0,
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, app->vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
oc_surface_present(app->surface);
}
i32 render(void* user)
{
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app_data* app = (app_data*)user;
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//NOTE: init shader and gl state
oc_surface_select(app->surface);
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GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
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glGenBuffers(1, &app->vertexBuffer);
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GLfloat vertices[] = {
-0.866 / 2, -0.5 / 2, 0, 0.866 / 2, -0.5 / 2, 0, 0, 0.5, 0
};
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glBindBuffer(GL_ARRAY_BUFFER, app->vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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unsigned int vshader = glCreateShader(GL_VERTEX_SHADER);
unsigned int fshader = glCreateShader(GL_FRAGMENT_SHADER);
program = glCreateProgram();
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compile_shader(vshader, vshaderSource);
compile_shader(fshader, fshaderSource);
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glAttachShader(program, vshader);
glAttachShader(program, fshader);
glLinkProgram(program);
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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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}
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glUseProgram(program);
while(!oc_should_quit())
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{
oc_arena_scope* scratch = oc_scratch_begin();
oc_event* event = 0;
while((event = oc_next_event(scratch.arena)) != 0)
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{
process_event(app, *event);
}
update_and_render(app);
oc_scratch_end(scratch);
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}
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return (0);
}
int main()
{
oc_init();
oc_rect windowRect = { .x = 100, .y = 100, .w = 810, .h = 610 };
oc_window window = oc_window_create(windowRect, 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))
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{
oc_log_error("Error: couldn't create surface\n");
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return (-1);
}
oc_surface_swap_interval(surface, 1);
oc_surface_deselect();
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// start app
oc_window_bring_to_front(window);
oc_window_focus(window);
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//TODO: start thread
app_data app = { .window = window,
.surface = surface };
oc_thread* renderThread = oc_thread_create(render, &app);
while(!oc_should_quit())
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{
oc_pump_events(0);
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}
oc_thread_join(renderThread, NULL);
oc_surface_destroy(surface);
oc_window_destroy(window);
oc_terminate();
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return (0);
}