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