mobiground/main.c
2025-02-21 15:29:37 +02:00

193 lines
6.4 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_opengl.h>
#include <SDL3/SDL_main.h> // only include this one in the source file with main()!
#include "opengl.h"
#define INITIAL_FPS 60
static double FPS = INITIAL_FPS;
static double FrameTime = 1.0 / INITIAL_FPS;
static double PerformancePeriod;
static double GetTime( void )
{
return PerformancePeriod * SDL_GetPerformanceCounter();
}
static void SetTitle ( SDL_Window *window )
{
char title[48] = {0};
SDL_snprintf(title, sizeof(title), "Hello Triangles! Framelimit: %6.3f Hz", FPS);
SDL_SetWindowTitle(window, title);
}
float toRad ( float deg )
{
/* 180 deg = pi */
/* "deg" deg = x */
return deg * 3.141593f / 180.0f;
}
void resizeWindow ( int width, int height )
{
shaderProgram_t sp;
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);
}
int main( int argc, char* argv[] )
{
_glWindows_t glW;
const int WIDTH = 640;
const int HEIGHT = 480;
int delayThreshold = 2;
int r, g, b, alpha_s, depth_s, stencil_s, dbuffer, glVersionMa, glVersionMi, glAccel, glProfile = 0;
double sleepTime = 0;
double timeCounter = 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());
exit(EXIT_FAILURE);
}
if (!SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Set atrribute SDL_GL_CONTEXT_PROFILE_MASK: %s", SDL_GetError());
exit(EXIT_FAILURE);
}
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, 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();
timeCounter = GetTime();
glW.window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!glW.window) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s", SDL_GetError());
exit(EXIT_FAILURE);
}
glW.glcontext = SDL_GL_CreateContext(glW.window);
if (!glW.glcontext) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_CreateContext: %s", SDL_GetError());
exit(EXIT_FAILURE);
}
SetTitle(glW.window);
SDL_HideCursor();
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (err != GLEW_OK) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "glewInit: %s", glewGetErrorString(err));
exit(EXIT_FAILURE);
}
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &glProfile);
SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &glAccel);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &glVersionMa);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &glVersionMi);
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_LogVerbose(SDL_LOG_CATEGORY_RENDER, "OpenGL Version: %d.%d, OpenGL Accelerated: %d, OpenGL Profile Mask: %d",
glVersionMa, glVersionMi, glAccel, glProfile);
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();
while (!loopShouldStop) {
SDL_Event e;
SDL_zero(e);
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;
if (FPS < 1) {
FPS = 1;
}
FrameTime = 1.0 / FPS;
SetTitle(glW.window);
} else if (e.key.key == SDLK_C) {
FPS += 0.1;
FrameTime = 1.0 / FPS;
SetTitle(glW.window);
}
if (e.key.key == SDLK_ESCAPE)
loopShouldStop = true;
}
}
_GLBuffer();
if (!SDL_GL_SwapWindow(glW.window)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_SwapWwindow: %s", SDL_GetError());
exit(EXIT_FAILURE);
}
sleepTime = timeCounter - GetTime();
if (sleepTime * 1000 > delayThreshold) {
Uint32 ms = (Uint32)(sleepTime * 1000) - delayThreshold;
SDL_Delay(ms);
if (timeCounter < GetTime()) {
delayThreshold++;
SDL_Log("Slept too long. Increased threshold to %u ms", delayThreshold);
}
}
while (timeCounter > GetTime()) {
/* Waiting for the right moment. */
}
timeCounter += FrameTime;
}
SDL_DestroyWindow(glW.window);
SDL_GL_DestroyContext(glW.glcontext);
SDL_Quit();
exit(EXIT_SUCCESS);
}