114 lines
2.5 KiB
C
114 lines
2.5 KiB
C
#include <keys.h>
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#include <math.h>
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#include <orca.h>
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vec2 frameSize = {100, 100};
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mg_surface surface;
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unsigned int program;
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const char* vshaderSource =
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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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"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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log_info("gl error");
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}
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}
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char* ORCA_IMPORT(orca_mem_grow)(u64 size);
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ORCA_EXPORT void OnInit(void)
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{
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surface = mg_surface_gles();
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mg_surface_prepare(surface);
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const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
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log_info("GLES extensions: %s\n", extensions);
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int extensionCount = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &extensionCount);
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for(int i=0; i<extensionCount; i++)
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{
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const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
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log_info("GLES extension %i: %s\n", i, extension);
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}
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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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glUseProgram(program);
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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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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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}
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ORCA_EXPORT void OnFrameResize(u32 width, u32 height)
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{
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log_info("frame resize %u, %u", width, height);
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frameSize.x = width;
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frameSize.y = height;
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}
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ORCA_EXPORT void OnFrameRefresh(void)
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{
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f32 aspect = frameSize.x/frameSize.y;
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mg_surface_prepare(surface);
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glClearColor(0, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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static float alpha = 0;
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glViewport(0, 0, frameSize.x * 2, frameSize.y * 2);
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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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glDrawArrays(GL_TRIANGLES, 0, 3);
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mg_surface_present(surface);
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}
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