#include #include #define SDL_MAIN_HANDLED #include #include"mino.h" #include"graph.h" _ SDL_Window*win; _ U32 win_w=1280; _ U32 win_h=720; _ SDL_GLContext ctx; _ V on_err(IM C*d){die("Could not %s: %s\n",d,SDL_GetError());} 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(ctx=SDL_GL_CreateContext(win),on_err("create OpenGL context")) N(gladLoadGLLoader(SDL_GL_GetProcAddress),on_err("load GL")) SDL_GL_SetSwapInterval(1); SDL_VERSION(&sdl_vh)SDL_GetVersion(&sdl_vl); fprintf(stderr, "Graphics initialization successful!\n" "\tSDL Version: %d.%d.%d (built against)\n" "\tSDL Version: %d.%d.%d (linked against)\n" "\tOpenGL Version: %s\n" "\tOpenGL Vendor: %s\n" "\tOpenGL Renderer: %s\n", sdl_vh.major,sdl_vh.minor,sdl_vh.patch, sdl_vl.major,sdl_vl.minor,sdl_vl.patch, glGetString(GL_VERSION),glGetString(GL_VENDOR),glGetString(GL_RENDERER));} 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, 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); glBufferData(GL_ARRAY_BUFFER,SZ verts,verts,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);}