From b6db5107a39e05d0355c2b79d9579e7e39e53be0 Mon Sep 17 00:00:00 2001 From: martinfouilleul Date: Fri, 12 May 2023 16:50:14 +0200 Subject: [PATCH] [win32, wip] simple GL triangle example --- examples/triangleGL/main.c | 328 ++++++++++++++++++------------------- 1 file changed, 163 insertions(+), 165 deletions(-) diff --git a/examples/triangleGL/main.c b/examples/triangleGL/main.c index f187db4..07ee863 100644 --- a/examples/triangleGL/main.c +++ b/examples/triangleGL/main.c @@ -1,165 +1,163 @@ -/************************************************************//** -* -* @file: main.cpp -* @author: Martin Fouilleul -* @date: 30/07/2022 -* @revision: -* -*****************************************************************/ -#include -#include - -#define _USE_MATH_DEFINES //NOTE: necessary for MSVC -#include - -#define MG_INCLUDE_GL_API -#include"milepost.h" - -#define LOG_SUBSYSTEM "Main" - -unsigned int program; - -const char* vshaderSource = - "#version 430\n" - "attribute vec4 vPosition;\n" - "uniform mat4 transform;\n" - "void main()\n" - "{\n" - " gl_Position = transform*vPosition;\n" - "}\n"; - -const char* fshaderSource = - "#version 430\n" - "precision mediump float;\n" - "void main()\n" - "{\n" - " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" - "}\n"; - -void compile_shader(GLuint shader, const char* source) -{ - glShaderSource(shader, 1, &source, 0); - glCompileShader(shader); - - int err = glGetError(); - if(err) - { - printf("gl error: %i\n", err); - } - - int status = 0; - glGetShaderiv(shader, GL_COMPILE_STATUS, &status); - if(!status) - { - char buffer[256]; - int size = 0; - glGetShaderInfoLog(shader, 256, &size, buffer); - printf("shader error: %.*s\n", size, buffer); - } -} - -int main() -{ - LogLevel(LOG_LEVEL_DEBUG); - - mp_init(); - - mp_rect rect = {.x = 100, .y = 100, .w = 800, .h = 600}; - mp_window window = mp_window_create(rect, "test", 0); - - //NOTE: create surface - mg_surface surface = mg_surface_create_for_window(window, MG_BACKEND_GL); - - //NOTE: init shader and gl state - mg_surface_prepare(surface); - - 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); - printf("link error: %.*s\n", size, buffer); - } - - glUseProgram(program); - - mp_window_bring_to_front(window); -// mp_window_focus(window); - - while(!mp_should_quit()) - { - mp_pump_events(0); - mp_event event = {0}; - while(mp_next_event(&event)) - { - switch(event.type) - { - case MP_EVENT_WINDOW_CLOSE: - { - mp_request_quit(); - } break; - - default: - break; - } - } - - mg_surface_prepare(surface); - - 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); - - mg_surface_present(surface); - } - - mp_terminate(); - - return(0); -} +/************************************************************//** +* +* @file: main.cpp +* @author: Martin Fouilleul +* @date: 30/07/2022 +* @revision: +* +*****************************************************************/ +#include +#include + +#define _USE_MATH_DEFINES //NOTE: necessary for MSVC +#include + +#define MG_INCLUDE_GL_API +#include"milepost.h" + +unsigned int program; + +const char* vshaderSource = + "#version 430\n" + "attribute vec4 vPosition;\n" + "uniform mat4 transform;\n" + "void main()\n" + "{\n" + " gl_Position = transform*vPosition;\n" + "}\n"; + +const char* fshaderSource = + "#version 430\n" + "precision mediump float;\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" + "}\n"; + +void compile_shader(GLuint shader, const char* source) +{ + glShaderSource(shader, 1, &source, 0); + glCompileShader(shader); + + int err = glGetError(); + if(err) + { + printf("gl error: %i\n", err); + } + + int status = 0; + glGetShaderiv(shader, GL_COMPILE_STATUS, &status); + if(!status) + { + char buffer[256]; + int size = 0; + glGetShaderInfoLog(shader, 256, &size, buffer); + printf("shader error: %.*s\n", size, buffer); + } +} + +int main() +{ + mp_init(); + + mp_rect rect = {.x = 100, .y = 100, .w = 800, .h = 600}; + mp_window window = mp_window_create(rect, "test", 0); + + //NOTE: create surface + mg_surface surface = mg_surface_create_for_window(window, MG_GL); + + //NOTE: init shader and gl state + mg_surface_prepare(surface); + + 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); + printf("link error: %.*s\n", size, buffer); + } + + glUseProgram(program); + + mp_window_bring_to_front(window); +// mp_window_focus(window); + + while(!mp_should_quit()) + { + mp_pump_events(0); + mp_event* event = 0; + while((event = mp_next_event(mem_scratch())) != 0) + { + switch(event->type) + { + case MP_EVENT_WINDOW_CLOSE: + { + mp_request_quit(); + } break; + + default: + break; + } + } + + mg_surface_prepare(surface); + + 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); + + mg_surface_present(surface); + + mem_arena_clear(mem_scratch()); + } + + mp_terminate(); + + return(0); +}