diff options
Diffstat (limited to 'graph.c')
-rw-r--r-- | graph.c | 81 |
1 files changed, 44 insertions, 37 deletions
@@ -6,23 +6,26 @@ #include"graph.h" _ SDL_Window*win; -_ U32 win_w=1280; -_ U32 win_h=720; _ SDL_GLContext ctx; - +_ U32 win_w=1280,win_h=720; +_ IM C solid_vert[]="#version 330 core\nlayout(location=0)in vec3 pos;void main(){gl_Position=vec4(pos.x,pos.y,pos.z,1.0);}"; +_ IM C solid_frag[]="#version 330 core\nout vec4 Colour;void main(){Colour=vec4(1.0, 0.5, 0.2, 1.0);}"; +_ U32 solid_shader; _ V on_err(IM C*d){die("Could not %s: %s\n",d,SDL_GetError());} +_ V q_init(V); V graph_init(V){SDL_version sdl_vh,sdl_vl; Q(SDL_Init(SDL_INIT_VIDEO),on_err("init sdl2")) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,3), SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,3), SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_CORE), SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1); - N(win=SDL_CreateWindow("mino",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,win_w,win_h,SDL_WINDOW_OPENGL),on_err("create window")) + N(win=SDL_CreateWindow("mino",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,win_w,win_h,SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE),on_err("create window")) N(ctx=SDL_GL_CreateContext(win),on_err("create OpenGL context")) N(gladLoadGLLoader(SDL_GL_GetProcAddress),on_err("load GL")) SDL_GL_SetSwapInterval(1); - + q_init(), + solid_shader=graph_shader_create(solid_vert,solid_frag); SDL_VERSION(&sdl_vh)SDL_GetVersion(&sdl_vl); fprintf(stderr, "Graphics initialization successful!\n" @@ -35,42 +38,46 @@ V graph_init(V){SDL_version sdl_vh,sdl_vl; sdl_vl.major,sdl_vl.minor,sdl_vl.patch, glGetString(GL_VERSION),glGetString(GL_VENDOR),glGetString(GL_RENDERER));} +V graph_events(V){SDL_Event ev;U32 t;WH(SDL_PollEvent(&ev),t=ev.type; + Q(SDL_QUIT==t,exit(0))OR + Q(SDL_WINDOWEVENT==t,SDL_WindowEvent ew=ev.window; + Q(SDL_WINDOWEVENT_RESIZED==ew.event + ||SDL_WINDOWEVENT_SIZE_CHANGED==ew.event,glViewport(0,0,ew.data1,ew.data2))))} + V graph_deinit(V){SDL_GL_DeleteContext(ctx),SDL_DestroyWindow(win),SDL_Quit();} -V graph_events(V){SDL_Event ev;WH(SDL_PollEvent(&ev),Q(SDL_QUIT==ev.type,exit(0)))} V graph_before(V){glClearColor(1.0,0.75,0.8,1.0),glClear(GL_COLOR_BUFFER_BIT);} V graph_after(V){SDL_GL_SwapWindow(win);} -V graph_triangle(V){ - IM C*vert_shader_src="#version 330 core\n" - "layout(location=0)in vec3 pos;void main(){gl_Position=vec4(pos.x,pos.y,pos.z,1.0);}"; - U32 vert_shader=glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vert_shader,1,&vert_shader_src,NULL),glCompileShader(vert_shader); - I success; - C info_log[512]; - glGetShaderiv(vert_shader,GL_COMPILE_STATUS,&success); - N(success,die("error compiling vert shader")) - - IM C*frag_shader_src = "#version 330 core\n" - "out vec4 Colour;void main(){Colour=vec4(1.0, 0.5, 0.2, 1.0);}"; - U32 frag_shader=glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(frag_shader,1,&frag_shader_src,NULL),glCompileShader(frag_shader); - glGetShaderiv(vert_shader,GL_COMPILE_STATUS,&success); - N(success,die("error compiling frag shader")) - - U32 shader_program=glCreateProgram(); - glAttachShader(shader_program,vert_shader),glAttachShader(shader_program,frag_shader), - glLinkProgram(shader_program);//glDeleteShader(vert_shader),glDeleteShader(frag_shader); - glGetProgramiv(shader_program,GL_LINK_STATUS,&success); - N(success,glGetProgramInfoLog(shader_program,512,0,info_log),die("error linking: %s")) - - IM F32 verts[]={ - -0.5,-0.5,0.0, +_ U32 q_vao,q_vbo,q_ebo; +_ V q_init(V){ + _ IM F32 verts[]={ + 0.5, 0.5,0.0, 0.5,-0.5,0.0, - 0.0, 0.5,0.0}; - U32 vbo,vao; - glGenBuffers(1,&vbo), glBindBuffer(GL_ARRAY_BUFFER,vbo), - glGenVertexArrays(1,&vao), glBindVertexArray(vao); + -0.5,-0.5,0.0, + -0.5, 0.5,0.0}; + _ IM U32 indxs[]={0,1,3,1,2,3}; + glGenVertexArrays(1,&q_vao),glGenBuffers(1,&q_vbo),glGenBuffers(1,&q_ebo); + glBindVertexArray(q_vao), + glBindBuffer(GL_ARRAY_BUFFER,q_vbo), glBufferData(GL_ARRAY_BUFFER,SZ verts,verts,GL_STATIC_DRAW), + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,q_ebo), + glBufferData(GL_ELEMENT_ARRAY_BUFFER,SZ indxs,indxs,GL_STATIC_DRAW); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*SZ verts[0],0), - glEnableVertexAttribArray(0),glUseProgram(shader_program), - glBindVertexArray(vao),glDrawArrays(GL_TRIANGLES,0,3);} + glEnableVertexAttribArray(0), + glBindVertexArray(0);} +V graph_quad(V){ + glUseProgram(solid_shader), + glBindVertexArray(q_vao), + glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0), + glBindVertexArray(0);} + +U32 graph_shader_create(IM C*vert,IM C*frag){I ok;C info[512];U32 v,f,p; + v=glCreateShader(GL_VERTEX_SHADER), glShaderSource(v,1,&vert,0),glCompileShader(v), + glGetShaderiv(v,GL_COMPILE_STATUS,&ok);N(ok,glGetShaderInfoLog(v,512,0,info),die("error compiling vert: %s",info)) + f=glCreateShader(GL_FRAGMENT_SHADER),glShaderSource(f,1,&frag,0),glCompileShader(f), + glGetShaderiv(f,GL_COMPILE_STATUS,&ok);N(ok,glGetShaderInfoLog(f,512,0,info),die("error compiling frag: %s",info)) + p=glCreateProgram(),glAttachShader(p,v),glAttachShader(p,f),glLinkProgram(p); + glGetProgramiv(p,GL_LINK_STATUS,&ok); N(ok,glGetProgramInfoLog(p,512,0,info),die("error linking shader: %s",info)) + glDeleteShader(v),glDeleteShader(f); + R p;} + |