Added libm, PortView, Triangles, Orthographics View

Added libm into build system '-lm'.
Edited shaders.
Added dynamic resize window.
Added another triangle and test depth with intersection triangles.
This commit is contained in:
CRy386i 2025-01-16 11:32:57 +02:00
parent 018a67ea3f
commit 238882257b
4 changed files with 90 additions and 34 deletions

View file

@ -1,6 +1,6 @@
CC=gcc
CFLAGS=-O1 -DDEBUG -g -ggdb -std=c23
LIBS=`pkg-config sdl3 --cflags --libs` -lGL -lGLEW
LIBS=`pkg-config sdl3 --cflags --libs` -lGL -lGLEW -lm
OBJ = main.o

View file

@ -1,8 +1,9 @@
#version 460
#version 330
out vec4 outputColor;
smooth in vec4 _colour;
out vec4 outputColour;
void main()
{
outputColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
outputColour = _colour;
}

105
main.c
View file

@ -1,5 +1,6 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <SDL3/SDL.h>
@ -29,10 +30,15 @@ static double GetTime( void )
static void SetTitle ( SDL_Window *window )
{
char title[48] = {0};
SDL_snprintf(title, sizeof(title), "Hello Triangle! Framelimit: %6.3f Hz", FPS);
SDL_snprintf(title, sizeof(title), "Hello Triangles! Framelimit: %6.3f Hz", FPS);
SDL_SetWindowTitle(window, title);
}
void resizeWindow ( int width, int height )
{
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
}
void panicError ( void )
{
SDL_GL_DestroyContext(glcontext);
@ -131,7 +137,7 @@ void createProgram ( GLuint *shaders, int len )
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
GLchar *info = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
glGetProgramInfoLog(program, infoLen, NULL, info);
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Link failed: %s.", info);
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Link failed: %s", info);
panicError();
}
}
@ -139,15 +145,33 @@ void createProgram ( GLuint *shaders, int len )
void createBuffer ( void )
{
float vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
-1.0f, -1.0f, 1.0f, 1.0f, // left-bottom
1.0f, -1.0f, 1.0f, 1.0f, // right-bottom
0.0f, 1.0f, -1.0f, 1.0f, // top
-1.0f, 1.0f, 1.0f, 1.0f, // left-top
1.0f, 1.0f, 1.0f, 1.0f, // right-top
0.0f, -1.0f, -1.0f, 1.0f, // bottom
// colours
1.0f, 0.0f, 0.0f, 1.0f, // red
0.0f, 1.0f, 0.0f, 1.0f, // green
0.0f, 0.0f, 1.0f, 1.0f, // blue
1.0f, 1.0f, 0.0f, 1.0f, // yellow
1.0f, 0.0f, 1.0f, 1.0f, // purple
0.0f, 1.0f, 1.1f, 1.0f // aqua
};
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
void setUniformLocation ( void )
{
/* offsetLoc = glGetUniformLocation(program, "_offset"); */
}
void startShaderProg ( void )
{
createBuffer();
@ -161,19 +185,29 @@ void startShaderProg ( void )
for (int i = 0; i < len; i++) {
glDeleteShader(shaders[i]);
}
setUniformLocation();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
}
void _GLBuffer( void )
{
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void *) (6*4*sizeof(float)));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
}
@ -183,36 +217,44 @@ int main( int argc, char* argv[] )
const int WIDTH = 640;
const int HEIGHT = 480;
int delay_threshold = 2;
int r, g, b, GLJ, GLN = 0;
int r, g, b, alpha_s, depth_s, stencil_s, dbuffer, GLJ, GLN, GLAccel, GLP = 0;
double sleep_time = 0;
double time_counter = 0;
bool loopShouldStop = false;
SDL_SetHint(SDL_HINT_RENDER_VSYNC, 0);
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_Init failed: %s.", SDL_GetError());
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_Init failed: %s", SDL_GetError());
panicError();
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
if (!SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Set atrribute SDL_GL_CONTEXT_PROFILE_MASK: %s", SDL_GetError());
panicError();
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
PerformancePeriod = 1.0 / SDL_GetPerformanceFrequency();
time_counter = GetTime();
window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s.", SDL_GetError());
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s", SDL_GetError());
panicError();
}
glcontext = SDL_GL_CreateContext(window);
if (!glcontext) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_CreateContext: %s.", SDL_GetError());
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_CreateContext: %s", SDL_GetError());
panicError();
}
@ -223,20 +265,27 @@ int main( int argc, char* argv[] )
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (err != GLEW_OK) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "glewInit: %s.", glewGetErrorString(err));
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "glewInit: %s", glewGetErrorString(err));
panicError();
}
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
err = SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &GLJ);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &GLP);
SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &GLAccel);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &GLJ);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &GLN);
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &alpha_s);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth_s);
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil_s);
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &dbuffer);
SDL_Log("%s", SDL_GetError());
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Red size: %d, Green size: %d, Blue size: %d, OpenGL: %d.%d.", r, g, b, GLJ, GLN);
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "OpenGL Versin: %d.%d, OpenGL Accelerated: %d, OpenGL Profile Mask: %d",
GLJ, GLN, GLAccel, GLP);
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Red size: %d, Green size: %d, Blue size: %d, Alpha size: %d, Depth size: %d, Stencil size: %d, DoubleBuffer: %d",
r, g, b, alpha_s, depth_s, stencil_s, dbuffer);
SDL_GL_SetSwapInterval(0);
startShaderProg();
@ -247,6 +296,9 @@ int main( int argc, char* argv[] )
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT)
loopShouldStop = true;
else if (e.type == SDL_EVENT_WINDOW_RESIZED) {
resizeWindow(e.window.data1, e.window.data2);
}
else if (e.type == SDL_EVENT_KEY_DOWN) {
if (e.key.key == SDLK_X) {
FPS -= 0.1;
@ -255,8 +307,7 @@ int main( int argc, char* argv[] )
}
FrameTime = 1.0 / FPS;
SetTitle(window);
}
else if (e.key.key == SDLK_C) {
} else if (e.key.key == SDLK_C) {
FPS += 0.1;
FrameTime = 1.0 / FPS;
SetTitle(window);
@ -268,7 +319,7 @@ int main( int argc, char* argv[] )
_GLBuffer();
if (!SDL_GL_SwapWindow(window)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_SwapWwindow: %s.", SDL_GetError());
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_SwapWwindow: %s", SDL_GetError());
panicError();
}
@ -278,7 +329,7 @@ int main( int argc, char* argv[] )
SDL_Delay(ms);
if (time_counter < GetTime()) {
delay_threshold++;
SDL_Log("Slept too long. Increased threshold to %u ms.", delay_threshold);
SDL_Log("Slept too long. Increased threshold to %u ms", delay_threshold);
}
}

View file

@ -1,8 +1,12 @@
#version 460
#version 330
layout(location = 0) in vec3 pos;
layout(location = 0) in vec4 pos;
layout(location = 1) in vec4 colour;
smooth out vec4 _colour;
void main()
{
gl_Position = vec4(pos.x, pos.y, pos.z, 1.0);
gl_Position = pos;
_colour = colour;
}