Refactor and add GL some stuff
This commit is contained in:
parent
3cf0b585dc
commit
018a67ea3f
3 changed files with 116 additions and 71 deletions
8
fragment.glsl
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8
fragment.glsl
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@ -0,0 +1,8 @@
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#version 460
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out vec4 outputColor;
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void main()
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{
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outputColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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171
main.c
171
main.c
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@ -6,7 +6,6 @@
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#include <SDL3/SDL_opengl.h>
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#include <SDL3/SDL_main.h> // only include this one in the source file with main()!
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#define INITIAL_FPS 60
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SDL_Window* window = NULL;
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@ -20,7 +19,7 @@ static double FrameTime = 1.0 / INITIAL_FPS;
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static double PerformancePeriod;
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static void panic ( const char *text ) __attribute__((noreturn));
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static void panicError ( void ) __attribute__((noreturn));
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static double GetTime( void )
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{
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@ -30,42 +29,56 @@ static double GetTime( void )
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static void SetTitle ( SDL_Window *window )
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{
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char title[48] = {0};
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SDL_snprintf(title, sizeof(title), "Crude frame limiter @ %6.3f Hz", FPS);
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SDL_snprintf(title, sizeof(title), "Hello Triangle! Framelimit: %6.3f Hz", FPS);
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SDL_SetWindowTitle(window, title);
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}
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void panic ( const char *text )
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void panicError ( void )
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{
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//fprintf(stderr, "ERROR: %s. %s\n", text, SDL_GetError());
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "%s. %s\n", text, SDL_GetError());
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SDL_GL_DestroyContext(glcontext);
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SDL_DestroyWindow(window);
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SDL_Quit();
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exit(1);
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exit(EXIT_FAILURE);
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}
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char *readFile ( const char *fileName )
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{
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SDL_IOStream *ioStream = SDL_IOFromFile(fileName, "rb");
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if (!ioStream) panic("SDL_IOFromfile");
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if (!SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_END)) panic("SDL_SeekIO_END");
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if (!ioStream) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "ioStream: %s.", SDL_GetError());
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panicError();
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}
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if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_END) == -1) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_SeekIO_END: %s.", SDL_GetError());
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panicError();
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}
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long len = SDL_TellIO(ioStream);
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if (!len) panic("SDL_TellIO");
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if (!SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_SET)) panic("SDL_SeekIO_SET");
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if (len == -1) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_TellIO: %s.", SDL_GetError());
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panicError();
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}
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if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_SET) == -1) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_IO_SEEK_SET: %s.", SDL_GetError());
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panicError();
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}
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char *res = SDL_malloc(len + 1);
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if (!res) panic("SDL_malloc_RES");
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if (SDL_ReadIO(ioStream, res, len) != (size_t)len) panic("SDL_ReadIO");
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if (!SDL_CloseIO(ioStream)) panic("SDL_CloseIO");
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/* char *res = SDL_LoadFile_IO(ioStream, NULL, true); */
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/* if (!res) panic("SDL_LoadFile_IO"); */
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if (!res) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_malloc: %s.", SDL_GetError());
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panicError();
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}
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if (SDL_ReadIO(ioStream, res, len) != (size_t)len) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_ReadIO: %s.", SDL_GetError());
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panicError();
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}
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if (!SDL_CloseIO(ioStream)) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CloseIO: %s.", SDL_GetError());
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panicError();
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}
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res[len] = 0;
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return res;
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}
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GLuint CreateShader ( const char *shaderFile, GLenum shaderType )
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GLuint createShader ( const char *shaderFile, GLenum shaderType )
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{
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const char *strShaderType;
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if (shaderType == GL_VERTEX_SHADER) {
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@ -75,13 +88,13 @@ GLuint CreateShader ( const char *shaderFile, GLenum shaderType )
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} else if (shaderType == GL_FRAGMENT_SHADER) {
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strShaderType = "fragment";
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} else {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Unrecognized shader type.\n");
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exit(1);
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Unrecognized shader type.");
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panicError();
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}
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GLuint shader = glCreateShader(shaderType);
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if (!shader) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Error create shader type %s\n", strShaderType);
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exit(1);
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Error create shader type %s.", strShaderType);
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panicError();
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}
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GLchar *content = readFile(shaderFile);
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glShaderSource(shader, 1, (const GLchar **)&content, NULL);
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@ -94,18 +107,18 @@ GLuint CreateShader ( const char *shaderFile, GLenum shaderType )
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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GLchar *info = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
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glGetShaderInfoLog(shader, infoLen, NULL, info);
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Filed to compile %s shader:\n%s\n", strShaderType, info);
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exit(1);
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Filed to compile %s shader:\n%s.", strShaderType, info);
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panicError();
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}
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return shader;
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}
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void CreateProgram ( GLuint *shaders, int len )
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void createProgram ( GLuint *shaders, int len )
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{
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program = glCreateProgram();
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if (!program) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Can't to create shader program\n");
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exit(1);
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Can't to create shader program.");
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panicError();
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}
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for (int i = 0; i < len; i++) {
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glAttachShader(program, shaders[i]);
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@ -118,13 +131,12 @@ void CreateProgram ( GLuint *shaders, int len )
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
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GLchar *info = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
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glGetProgramInfoLog(program, infoLen, NULL, info);
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Link failed: %s\n", info);
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exit(1);
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Link failed: %s.", info);
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panicError();
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}
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}
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void CreateBuffer ( void )
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void createBuffer ( void )
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{
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float vertices[] = {
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-1.0f, -1.0f, 0.0f,
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@ -136,36 +148,53 @@ void CreateBuffer ( void )
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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}
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void ConfProg ( void )
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void startShaderProg ( void )
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{
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CreateBuffer();
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createBuffer();
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GLuint shaders[] = {
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CreateShader("vertex.glsl", GL_VERTEX_SHADER),
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CreateShader("fragmet.glsl", GL_FRAGMENT_SHADER)
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createShader("vertex.glsl", GL_VERTEX_SHADER),
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createShader("fragment.glsl", GL_FRAGMENT_SHADER)
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};
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int len = sizeof(shaders) / sizeof(shaders[0]);
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CreateProgram(shaders, len);
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createProgram(shaders, len);
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for (int i = 0; i < len; i++) {
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glDeleteShader(shaders[i]);
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}
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}
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void _GLBuffer( void )
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{
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glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableVertexAttribArray(0);
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glUseProgram(0);
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}
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int main( int argc, char* argv[] )
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{
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const int WIDTH = 640;
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const int HEIGHT = 480;
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int delay_threshold = 2;
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double sleep_time;
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int r, g, b, GLJ, GLN = 0;
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double sleep_time = 0;
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double time_counter = 0;
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bool loopShouldStop = false;
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SDL_SetHint(SDL_HINT_RENDER_VSYNC, 0);
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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panic("SDL_Init failed");
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_Init failed: %s.", SDL_GetError());
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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if (!window) {
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panic("SDL_CreateWindow");
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s.", SDL_GetError());
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panicError();
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}
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glcontext = SDL_GL_CreateContext(window);
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if (!glcontext) {
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panic("SDL_GL_CreateContext");
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_CreateContext: %s.", SDL_GetError());
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panicError();
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}
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ConfProg();
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SetTitle(window);
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//if (!SDL_SetRenderVSync(renderer, 1))
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//{
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// panic("SDL_SetRenderVSync");
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//}
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SDL_HideCursor();
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int red = 0;
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int green = 0;
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glewExperimental = GL_TRUE;
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "glewInit: %s.", glewGetErrorString(err));
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panicError();
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}
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SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
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err = SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &GLJ);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &GLN);
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
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SDL_Log("%s", SDL_GetError());
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SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Red size: %d, Green size: %d, Blue size: %d, OpenGL: %d.%d.", r, g, b, GLJ, GLN);
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SDL_GL_SetSwapInterval(0);
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startShaderProg();
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int r, g, b;
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while (!loopShouldStop) {
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SDL_Event e;
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SDL_zero(e);
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}
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}
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/* SDL_SetRenderDrawColor(renderer, red, green, 0, 255); */
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/* SDL_RenderClear(renderer); */
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapWindow(window);
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_GLBuffer();
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if (!SDL_GL_SwapWindow(window)) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_SwapWwindow: %s.", SDL_GetError());
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panicError();
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}
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sleep_time = time_counter - GetTime();
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if (sleep_time * 1000 > delay_threshold) {
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while (time_counter > GetTime()) {
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/* Waiting for the right moment. */
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}
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/* red = (red + 1) % 256; */
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/* green = (green + 1) % 64; */
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time_counter += FrameTime;
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}
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
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printf("Red size: %d, Green size: %d, Blue size: %d\n", r, g, b);
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SDL_DestroyWindow(window);
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SDL_GL_DestroyContext(glcontext);
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SDL_Quit();
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exit(0);
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exit(EXIT_SUCCESS);
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}
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8
vertex.glsl
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8
vertex.glsl
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#version 460
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layout(location = 0) in vec3 pos;
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void main()
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{
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gl_Position = vec4(pos.x, pos.y, pos.z, 1.0);
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}
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