orca/samples/glesTriangle/src/main.c

115 lines
2.8 KiB
C

#include <math.h>
#include <orca.h>
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);
}