Compare commits
4 commits
018a67ea3f
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5460918bcc
Author | SHA1 | Date | |
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5460918bcc | ||
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f6bb22bb05 | ||
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c646198aa8 | ||
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238882257b |
10 changed files with 331 additions and 208 deletions
9
Makefile
9
Makefile
|
@ -1,13 +1,14 @@
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CC=gcc
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CFLAGS=-O1 -DDEBUG -g -ggdb -std=c23
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LIBS=`pkg-config sdl3 --cflags --libs` -lGL -lGLEW
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LIBS=`pkg-config sdl3 --cflags --libs` -lGL -lGLEW -lm
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OBJ = main.o
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HEADER = readfile.h math.h opengl.h
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OBJ = main.o readfile.o math.o opengl.o
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all: mobiground
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%.o: %.c # Add all .o and .c files to compiler
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$(CC) -c -o $@ $< $(CFLAGS) # compile, generate, all output, prerequisite implicit rule, compile flags.
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%.o: %.c $(HEADER)
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$(CC) -c -o $@ $< $(CFLAGS)
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mobiground: $(OBJ)
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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@ -1,8 +1,9 @@
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#version 460
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#version 330
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out vec4 outputColor;
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smooth in vec4 _colour;
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out vec4 outputColour;
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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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outputColour = _colour;
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}
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263
main.c
263
main.c
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@ -1,26 +1,20 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glew.h>
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#include <SDL3/SDL.h>
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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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#include "opengl.h"
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#define INITIAL_FPS 60
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SDL_Window* window = NULL;
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SDL_GLContext glcontext = NULL;
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GLuint program;
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GLuint vbo;
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static double FPS = INITIAL_FPS;
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static double FrameTime = 1.0 / INITIAL_FPS;
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static double PerformancePeriod;
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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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return PerformancePeriod * SDL_GetPerformanceCounter();
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@ -29,214 +23,85 @@ 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), "Hello Triangle! Framelimit: %6.3f Hz", FPS);
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SDL_snprintf(title, sizeof(title), "Hello Triangles! Framelimit: %6.3f Hz", FPS);
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SDL_SetWindowTitle(window, title);
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}
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void panicError ( void )
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{
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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(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) {
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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 == -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) {
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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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{
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const char *strShaderType;
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if (shaderType == GL_VERTEX_SHADER) {
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strShaderType = "vertex";
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} else if (shaderType == GL_GEOMETRY_SHADER) {
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strShaderType = "geometry";
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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.");
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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.", 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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SDL_free(content);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLen;
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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.", 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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{
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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.");
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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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}
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glLinkProgram(program);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLen;
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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.", 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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{
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float vertices[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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0.0f, 1.0f, 0.0f
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};
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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}
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void startShaderProg ( void )
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{
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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("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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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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_glWindows_t glW;
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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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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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int delayThreshold = 2;
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int r, g, b, alpha_s, depth_s, stencil_s, dbuffer, glVersionMa, glVersionMi, glAccel, glProfile = 0;
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double sleepTime = 0;
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double timeCounter = 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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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_Init failed: %s.", SDL_GetError());
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_Init failed: %s", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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if (!SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY)) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Set atrribute SDL_GL_CONTEXT_PROFILE_MASK: %s", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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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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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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PerformancePeriod = 1.0 / SDL_GetPerformanceFrequency();
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time_counter = GetTime();
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timeCounter = GetTime();
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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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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s.", SDL_GetError());
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panicError();
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glW.window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (!glW.window) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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glcontext = SDL_GL_CreateContext(window);
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if (!glcontext) {
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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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glW.glcontext = SDL_GL_CreateContext(glW.window);
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if (!glW.glcontext) {
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_CreateContext: %s", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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SetTitle(window);
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SetTitle(glW.window);
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SDL_HideCursor();
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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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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "glewInit: %s", glewGetErrorString(err));
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exit(EXIT_FAILURE);
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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_CONTEXT_PROFILE_MASK, &glProfile);
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SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &glAccel);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &glVersionMa);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &glVersionMi);
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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_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &alpha_s);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth_s);
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil_s);
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SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &dbuffer);
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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_LogVerbose(SDL_LOG_CATEGORY_RENDER, "OpenGL Version: %d.%d, OpenGL Accelerated: %d, OpenGL Profile Mask: %d",
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glVersionMa, glVersionMi, glAccel, glProfile);
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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",
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r, g, b, alpha_s, depth_s, stencil_s, dbuffer);
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SDL_GL_SetSwapInterval(0);
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startShaderProg();
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|
@ -247,6 +112,9 @@ int main( int argc, char* argv[] )
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_EVENT_QUIT)
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loopShouldStop = true;
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else if (e.type == SDL_EVENT_WINDOW_RESIZED) {
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resizeWindow(e.window.data1, e.window.data2);
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}
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else if (e.type == SDL_EVENT_KEY_DOWN) {
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if (e.key.key == SDLK_X) {
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FPS -= 0.1;
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|
@ -254,12 +122,11 @@ int main( int argc, char* argv[] )
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FPS = 1;
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}
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FrameTime = 1.0 / FPS;
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SetTitle(window);
|
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}
|
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else if (e.key.key == SDLK_C) {
|
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SetTitle(glW.window);
|
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} else if (e.key.key == SDLK_C) {
|
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FPS += 0.1;
|
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FrameTime = 1.0 / FPS;
|
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SetTitle(window);
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SetTitle(glW.window);
|
||||
}
|
||||
if (e.key.key == SDLK_ESCAPE)
|
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loopShouldStop = true;
|
||||
|
@ -267,29 +134,29 @@ int main( int argc, char* argv[] )
|
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}
|
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|
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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();
|
||||
if (!SDL_GL_SwapWindow(glW.window)) {
|
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SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_SwapWwindow: %s", SDL_GetError());
|
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exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
sleep_time = time_counter - GetTime();
|
||||
if (sleep_time * 1000 > delay_threshold) {
|
||||
Uint32 ms = (Uint32)(sleep_time * 1000) - delay_threshold;
|
||||
sleepTime = timeCounter - GetTime();
|
||||
if (sleepTime * 1000 > delayThreshold) {
|
||||
Uint32 ms = (Uint32)(sleepTime * 1000) - delayThreshold;
|
||||
SDL_Delay(ms);
|
||||
if (time_counter < GetTime()) {
|
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delay_threshold++;
|
||||
SDL_Log("Slept too long. Increased threshold to %u ms.", delay_threshold);
|
||||
if (timeCounter < GetTime()) {
|
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delayThreshold++;
|
||||
SDL_Log("Slept too long. Increased threshold to %u ms", delayThreshold);
|
||||
}
|
||||
}
|
||||
|
||||
while (time_counter > GetTime()) {
|
||||
while (timeCounter > GetTime()) {
|
||||
/* Waiting for the right moment. */
|
||||
}
|
||||
time_counter += FrameTime;
|
||||
timeCounter += FrameTime;
|
||||
}
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_GL_DestroyContext(glcontext);
|
||||
SDL_DestroyWindow(glW.window);
|
||||
SDL_GL_DestroyContext(glW.glcontext);
|
||||
SDL_Quit();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
|
6
math.c
Normal file
6
math.c
Normal file
|
@ -0,0 +1,6 @@
|
|||
float toRad ( float deg )
|
||||
{
|
||||
/* 180 deg = pi */
|
||||
/* "deg" deg = x */
|
||||
return deg * 3.141593f / 180.0f;
|
||||
}
|
6
math.h
Normal file
6
math.h
Normal file
|
@ -0,0 +1,6 @@
|
|||
#ifndef MATH_H
|
||||
#define MATH_H
|
||||
|
||||
float toRad ( float deg );
|
||||
|
||||
#endif // MATH_H
|
167
opengl.c
Normal file
167
opengl.c
Normal file
|
@ -0,0 +1,167 @@
|
|||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
|
||||
#include "opengl.h"
|
||||
#include "readfile.h"
|
||||
#include "math.h"
|
||||
|
||||
shaderProgram_t sp;
|
||||
|
||||
void resizeWindow ( int width, int height )
|
||||
{
|
||||
float n = 1.0f; // near
|
||||
float f = 3.0f; // far
|
||||
float fov = toRad(90); // 90 or 65 for console
|
||||
float aspect = width / (float) height;
|
||||
float t = n * tanf (fov / 2.0f);
|
||||
float r = t * aspect;
|
||||
|
||||
float projMatr[] = {
|
||||
n/r, 0, 0, 0,
|
||||
0, n/t, 0, 0,
|
||||
0, 0, (f+n)/(n-f), -1,
|
||||
0, 0, 2.0f*n*f/(n-f), 0
|
||||
}; // it's not rows, it's columns, 'GL_FALSE'
|
||||
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "n=%.1f f=%.1f fov=%.2f aspect=%.2f t=%.2f r=%.2f\n", n, f, fov, aspect, t, r);
|
||||
glUseProgram(sp.program);
|
||||
glUniformMatrix4fv(sp.projMatrLoc, 1, GL_FALSE, projMatr);
|
||||
glUseProgram(0);
|
||||
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
|
||||
}
|
||||
|
||||
GLuint createShader ( const char *shaderFile, GLenum shaderType )
|
||||
{
|
||||
const char *strShaderType;
|
||||
if (shaderType == GL_VERTEX_SHADER) {
|
||||
strShaderType = "vertex";
|
||||
} else if (shaderType == GL_GEOMETRY_SHADER) {
|
||||
strShaderType = "geometry";
|
||||
} else if (shaderType == GL_FRAGMENT_SHADER) {
|
||||
strShaderType = "fragment";
|
||||
} else {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Unrecognized shader type.");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
GLuint shader = glCreateShader(shaderType);
|
||||
if (!shader) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Error create shader type %s.", strShaderType);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
GLchar *content = readFile(shaderFile);
|
||||
glShaderSource(shader, 1, (const GLchar **)&content, NULL);
|
||||
SDL_free(content);
|
||||
glCompileShader(shader);
|
||||
GLint status;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE) {
|
||||
GLint infoLen;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
|
||||
GLchar *info = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
|
||||
glGetShaderInfoLog(shader, infoLen, NULL, info);
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Filed to compile %s shader:\n%s.", strShaderType, info);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
void createProgram ( GLuint *shaders, int len )
|
||||
{
|
||||
sp.program = glCreateProgram();
|
||||
if (!sp.program) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Can't to create shader program.");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
for (int i = 0; i < len; i++) {
|
||||
glAttachShader(sp.program, shaders[i]);
|
||||
}
|
||||
glLinkProgram(sp.program);
|
||||
GLint status;
|
||||
glGetProgramiv(sp.program, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE) {
|
||||
GLint infoLen;
|
||||
glGetProgramiv(sp.program, GL_INFO_LOG_LENGTH, &infoLen);
|
||||
GLchar *info = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
|
||||
glGetProgramInfoLog(sp.program, infoLen, NULL, info);
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Link failed: %s", info);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
|
||||
void createBuffer ( void )
|
||||
{
|
||||
GLushort indices[] = {
|
||||
0, 1, 2,
|
||||
0, 2, 3
|
||||
};
|
||||
float vertices[] = {
|
||||
-1.0f, -1.0f, -2.0f, 1.0f, // left-bottom
|
||||
-1.0f, 1.0f, -2.0f, 1.0f, // left-top
|
||||
1.0f, 1.0f, -2.0f, 1.0f, // right-top
|
||||
1.0f, -1.0f, -2.0f, 1.0f, // right-bottom
|
||||
|
||||
// colours
|
||||
1.0f, 0.0f, 0.0f, 1.0f, // red
|
||||
0.0f, 1.0f, 0.0f, 1.0f, // green
|
||||
1.0f, 0.0f, 1.0f, 1.0f, // purple
|
||||
1.0f, 1.0f, 0.0f, 1.0f // yellow
|
||||
};
|
||||
glGenBuffers(1, &sp.vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, sp.vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &sp.ibo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sp.ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void setUniformLocation ( void )
|
||||
{
|
||||
sp.projMatrLoc = glGetUniformLocation(sp.program, "projMatr");
|
||||
}
|
||||
|
||||
void startShaderProg ( void )
|
||||
{
|
||||
createBuffer();
|
||||
|
||||
GLuint shaders[] = {
|
||||
createShader("vertex.glsl", GL_VERTEX_SHADER),
|
||||
createShader("fragment.glsl", GL_FRAGMENT_SHADER)
|
||||
};
|
||||
int len = sizeof(shaders) / sizeof(shaders[0]);
|
||||
createProgram(shaders, len);
|
||||
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);
|
||||
glClearDepth(1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(sp.program);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, sp.vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sp.ibo);
|
||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void *) (4*4*sizeof(float)));
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
23
opengl.h
Normal file
23
opengl.h
Normal file
|
@ -0,0 +1,23 @@
|
|||
#ifndef OPENGL_H
|
||||
#define OPENGL_H
|
||||
|
||||
typedef struct {
|
||||
SDL_Window* window;
|
||||
SDL_GLContext glcontext;
|
||||
} _glWindows_t;
|
||||
|
||||
typedef struct {
|
||||
GLuint program;
|
||||
GLuint vbo;
|
||||
GLuint ibo;
|
||||
GLuint projMatrLoc;
|
||||
} shaderProgram_t;
|
||||
|
||||
GLuint createShader ( const char *shaderFile, GLenum shaderType );
|
||||
void createProgram ( GLuint *shaders, int len );
|
||||
void resizeWindow ( int width, int height );
|
||||
void createBuffer ( void );
|
||||
void startShaderProg ( void );
|
||||
void _GLBuffer( void );
|
||||
|
||||
#endif
|
40
readfile.c
Normal file
40
readfile.c
Normal file
|
@ -0,0 +1,40 @@
|
|||
#include <stdlib.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include "readfile.h"
|
||||
|
||||
char *readFile ( const char *fileName )
|
||||
{
|
||||
SDL_IOStream *ioStream = SDL_IOFromFile(fileName, "rb");
|
||||
if (!ioStream) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "ioStream: %s.", SDL_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_END) == -1) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_SeekIO_END: %s.", SDL_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
long len = SDL_TellIO(ioStream);
|
||||
if (len == -1) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_TellIO: %s.", SDL_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_SET) == -1) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_IO_SEEK_SET: %s.", SDL_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
char *res = SDL_malloc(len + 1);
|
||||
if (!res) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_malloc: %s.", SDL_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (SDL_ReadIO(ioStream, res, len) != (size_t)len) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_ReadIO: %s.", SDL_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (!SDL_CloseIO(ioStream)) {
|
||||
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CloseIO: %s.", SDL_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
res[len] = 0;
|
||||
return res;
|
||||
}
|
6
readfile.h
Normal file
6
readfile.h
Normal file
|
@ -0,0 +1,6 @@
|
|||
#ifndef READFILE_H
|
||||
#define READFILE_H
|
||||
|
||||
char *readFile ( const char *fileName );
|
||||
|
||||
#endif
|
12
vertex.glsl
12
vertex.glsl
|
@ -1,8 +1,14 @@
|
|||
#version 460
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 pos;
|
||||
layout(location = 0) in vec4 pos;
|
||||
layout(location = 1) in vec4 colour;
|
||||
|
||||
uniform mat4 projMatr;
|
||||
|
||||
smooth out vec4 _colour;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(pos.x, pos.y, pos.z, 1.0);
|
||||
gl_Position = projMatr * pos;
|
||||
_colour = colour;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue