#include #include #define SDL_MAIN_HANDLED #include #include"mino.h" #include"graph.h" _ SDL_Window*win; _ 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|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" "\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_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_before(V){glClearColor(1.0,0.75,0.8,1.0),glClear(GL_COLOR_BUFFER_BIT);} V graph_after(V){SDL_GL_SwapWindow(win);} _ 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, -0.5,-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), 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;}