Used learnopengl.com triangle tutorial code to get a first triangle (with different libraries)
This commit is contained in:
parent
a3a2cd9de2
commit
902d08847d
1 changed files with 137 additions and 4 deletions
141
src/main.c
141
src/main.c
|
|
@ -1,10 +1,29 @@
|
||||||
#include "SDL3/SDL_init.h"
|
#include "SDL3/SDL_init.h"
|
||||||
#include "SDL3/SDL_log.h"
|
#include "SDL3/SDL_log.h"
|
||||||
#include "SDL3/SDL_opengl.h"
|
|
||||||
#include "SDL3/SDL_render.h"
|
#include "SDL3/SDL_render.h"
|
||||||
#include "SDL3/SDL_video.h"
|
#include "SDL3/SDL_video.h"
|
||||||
|
#include <GL/glew.h>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 800;
|
||||||
|
const unsigned int SCR_HEIGHT = 600;
|
||||||
|
|
||||||
|
const char *vertexShaderSource =
|
||||||
|
"#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||||
|
"}\0";
|
||||||
|
const char *fragmentShaderSource =
|
||||||
|
"#version 330 core\n"
|
||||||
|
"out vec4 FragColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
int main(int argc, char *argv[]) {
|
int main(int argc, char *argv[]) {
|
||||||
SDL_Window *window;
|
SDL_Window *window;
|
||||||
SDL_Renderer *renderer;
|
SDL_Renderer *renderer;
|
||||||
|
|
@ -24,12 +43,111 @@ int main(int argc, char *argv[]) {
|
||||||
window = SDL_CreateWindow("Hello SDL3", 320, 240,
|
window = SDL_CreateWindow("Hello SDL3", 320, 240,
|
||||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||||
if (!window) {
|
if (!window) {
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create windowe: %s",
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s",
|
||||||
SDL_GetError());
|
SDL_GetError());
|
||||||
return EXIT_FAILURE;
|
return EXIT_FAILURE;
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||||
|
if (!glcontext) {
|
||||||
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
|
"Couldn't create OpenGL Context: %s", SDL_GetError());
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
|
GLenum glewError = glewInit();
|
||||||
|
if (glewError != GLEW_OK) {
|
||||||
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error initializing GLEW! %s",
|
||||||
|
glewGetErrorString(glewError));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!SDL_GL_MakeCurrent(window, glcontext)) {
|
||||||
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
|
"Couldn't make glcontext current: %s", SDL_GetError());
|
||||||
|
}
|
||||||
|
|
||||||
|
// vertex shader
|
||||||
|
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
int success;
|
||||||
|
char infoLog[512];
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||||
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
|
"Failed to compile vertex shader: %s", infoLog);
|
||||||
|
}
|
||||||
|
// fragment shader
|
||||||
|
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||||
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
|
"Failed to compile fragment shader: %s", infoLog);
|
||||||
|
}
|
||||||
|
// link shaders
|
||||||
|
unsigned int shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
// check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
|
"Failed to link shader program: %s", infoLog);
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
float vertices[] = {
|
||||||
|
0.5f, 0.5f, 0.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
// note that we start from 0!
|
||||||
|
0, 1, 3, // first Triangle
|
||||||
|
1, 2, 3 // second Triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and
|
||||||
|
// then configure vertex attributes(s).
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
|
||||||
|
GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// note that this is allowed, the call to glVertexAttribPointer registered VBO
|
||||||
|
// as the vertex attribute's bound vertex buffer object so afterwards we can
|
||||||
|
// safely unbind
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
// remember: do NOT unbind the EBO while a VAO is active as the bound element
|
||||||
|
// buffer object IS stored in the VAO; keep the EBO bound.
|
||||||
|
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally
|
||||||
|
// modify this VAO, but this rarely happens. Modifying other VAOs requires a
|
||||||
|
// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
|
||||||
|
// VBOs) when it's not directly necessary.
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
while (1) {
|
while (1) {
|
||||||
// handle input
|
// handle input
|
||||||
|
|
@ -39,11 +157,26 @@ int main(int argc, char *argv[]) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// render
|
// render
|
||||||
glClearColor(0, 0, 0, 1);
|
glClearColor(0.1f, 0.3f, 0.4f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// draw our first triangle
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
glBindVertexArray(
|
||||||
|
VAO); // seeing as we only have a single VAO there's no need to bind it
|
||||||
|
// every time, but we'll do so to keep things a bit more organized
|
||||||
|
// glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
// glBindVertexArray(0); // no need to unbind it every time
|
||||||
|
|
||||||
SDL_GL_SwapWindow(window);
|
SDL_GL_SwapWindow(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
glDeleteProgram(shaderProgram);
|
||||||
|
|
||||||
SDL_GL_DestroyContext(glcontext);
|
SDL_GL_DestroyContext(glcontext);
|
||||||
SDL_DestroyWindow(window);
|
SDL_DestroyWindow(window);
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue