2023-01-29 00:04:24 +00:00
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/************************************************************//**
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*
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* @file: main.cpp
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* @author: Martin Fouilleul
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* @date: 30/07/2022
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* @revision:
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*
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*****************************************************************/
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#include<stdlib.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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#include"milepost.h"
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#include"win32_gl_surface.h"
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#define LOG_SUBSYSTEM "Main"
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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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"attribute 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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"void main()\n"
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"{\n"
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" gl_FragColor = 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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printf("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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printf("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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LogLevel(LOG_LEVEL_DEBUG);
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mp_init();
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mp_rect rect = {.x = 100, .y = 100, .w = 800, .h = 600};
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mp_window window = mp_window_create(rect, "test", 0);
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//NOTE: create surface
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mg_surface surface = mg_gl_surface_create_for_window(window);
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//NOTE: init shader and gl state
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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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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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printf("link error: %.*s\n", size, buffer);
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}
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glUseProgram(program);
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mp_window_bring_to_front(window);
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// mp_window_focus(window);
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while(!mp_should_quit())
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{
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mp_pump_events(0);
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mp_event event = {0};
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while(mp_next_event(&event))
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{
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switch(event.type)
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{
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case MP_EVENT_WINDOW_CLOSE:
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{
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mp_request_quit();
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} break;
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case MP_EVENT_WINDOW_RESIZE:
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{
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printf("resized, rect = {%f, %f, %f, %f}\n",
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event.frame.rect.x,
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event.frame.rect.y,
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event.frame.rect.w,
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event.frame.rect.h);
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} break;
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case MP_EVENT_WINDOW_MOVE:
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{
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printf("moved, rect = {%f, %f, %f, %f}\n",
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event.frame.rect.x,
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event.frame.rect.y,
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event.frame.rect.w,
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event.frame.rect.h);
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} break;
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case MP_EVENT_MOUSE_MOVE:
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{
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printf("mouse moved, pos = {%f, %f}, delta = {%f, %f}\n",
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event.move.x,
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event.move.y,
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event.move.deltaX,
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event.move.deltaY);
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} break;
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case MP_EVENT_MOUSE_WHEEL:
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{
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printf("mouse wheel, delta = {%f, %f}\n",
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event.move.deltaX,
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event.move.deltaY);
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} break;
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case MP_EVENT_MOUSE_ENTER:
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{
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printf("mouse enter\n");
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} break;
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case MP_EVENT_MOUSE_LEAVE:
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{
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printf("mouse leave\n");
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} break;
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case MP_EVENT_MOUSE_BUTTON:
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{
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printf("mouse button %i: %i\n",
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event.key.code,
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event.key.action == MP_KEY_PRESS ? 1 : 0);
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} break;
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case MP_EVENT_KEYBOARD_KEY:
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{
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printf("key %i: %s\n",
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event.key.code,
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event.key.action == MP_KEY_PRESS ? "press" : (event.key.action == MP_KEY_RELEASE ? "release" : "repeat"));
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} break;
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case MP_EVENT_KEYBOARD_CHAR:
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{
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printf("entered char %s\n", event.character.sequence);
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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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mg_surface_prepare(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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glViewport(0, 0, 800, 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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mg_surface_present(surface);
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}
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mp_terminate();
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return(0);
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}
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