#include #include oc_vec2 frameSize = { 100, 100 }; oc_surface surface; unsigned int program; const char* vshaderSource = "attribute vec4 vPosition;\n" "uniform mat4 transform;\n" "void main()\n" "{\n" " gl_Position = transform*vPosition;\n" "}\n"; const char* fshaderSource = "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) { oc_log_info("gl error"); } } ORCA_EXPORT void oc_on_init(void) { oc_window_set_title(OC_STR8("triangle")); surface = oc_surface_gles(); oc_surface_select(surface); const char* extensions = (const char*)glGetString(GL_EXTENSIONS); oc_log_info("GLES extensions: %s\n", extensions); int extensionCount = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &extensionCount); for(int i = 0; i < extensionCount; i++) { const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); oc_log_info("GLES extension %i: %s\n", i, extension); } 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); glUseProgram(program); GLfloat vertices[] = { -0.866 / 2, -0.5 / 2, 0, 0.866 / 2, -0.5 / 2, 0, 0, 0.5, 0 }; GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(GLfloat), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); } ORCA_EXPORT void oc_on_resize(u32 width, u32 height) { oc_log_info("frame resize %u, %u", width, height); frameSize.x = width; frameSize.y = height; } ORCA_EXPORT void oc_on_frame_refresh(void) { f32 aspect = frameSize.x / frameSize.y; oc_surface_select(surface); glClearColor(0, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT); static float alpha = 0; oc_vec2 scaling = oc_surface_contents_scaling(surface); glViewport(0, 0, frameSize.x * scaling.x, frameSize.y * scaling.y); 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); glDrawArrays(GL_TRIANGLES, 0, 3); oc_surface_present(surface); }