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@ -15,8 +15,12 @@ |
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#define GLSL_VERT_SHADER "vertex.glsl" |
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#define GLSL_FRAG_SHADER "fragment.glsl" |
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#define PACKED __attribute__((packed)) |
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const int vertindex = 0; |
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const int colindex = 1; |
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struct { |
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SDL_Window *w; |
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SDL_GLContext *gl; |
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@ -24,11 +28,25 @@ struct { |
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GLuint gl_program; |
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} ren = {0}; |
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#define VNUM(s, e) ((sizeof(s)/sizeof(s[0]))/e) |
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float vert[] = { |
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0.75f, 0.75f, 0.0f, 1.0f, |
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-0.75f, -0.75f, 0.0f, 1.0f, |
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0.75f, -0.75f, 0.0f, 1.0f, |
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typedef struct PACKED { |
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union { GLfloat x, r; }; |
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union { GLfloat y, g; }; |
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union { GLfloat z, b; }; |
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union { GLfloat w, a; }; |
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} vec4; |
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// a vertex has a position and a color
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struct PACKED vertex { vec4 pos, col; }; |
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#define VNUM(s) (sizeof(s)/sizeof(s[0])) |
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struct vertex vertbuffer[] = { |
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{ .pos={.x= 0.75f, .y= 0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} }, |
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{ .pos={.x=-0.75f, .y=-0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} }, |
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{ .pos={.x= 0.75f, .y=-0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} }, |
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{ .pos={.x= 0.75f, .y= 0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} }, |
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{ .pos={.x=-0.75f, .y=-0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} }, |
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{ .pos={.x=-0.75f, .y= 0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} }, |
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}; |
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@ -42,18 +60,22 @@ void ren_initvertbuffer() |
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// copy the vertex data into the gpu memory, GL_STATIC_DRAW tells opengl
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// that the data will be used for drawing (DRAW) and it will only be modified
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// once (STATIC)
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glBufferData(GL_ARRAY_BUFFER, sizeof(vert), &vert, GL_STATIC_DRAW); |
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// set the data to generic vertex buffer, and bind it as input to the vertex
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// shader with an index of zero
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertbuffer), &vertbuffer, GL_STATIC_DRAW); |
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// set the format of each vertex, in this case each vertex is made of 4
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// coordinates, x y z w, where w is the clip coordinate, stride is
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// sizeof(vec4) since every postition vertex there is a vector representing
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// color data
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// set the position data of the vertex buffer, and bind it as input to the
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// vertex shader with an index of 0
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glEnableVertexAttribArray(vertindex); |
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glVertexAttribPointer(vertindex, 4, GL_FLOAT, GL_FALSE, sizeof(struct vertex), 0); |
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// set the color data of the vertex buffer to index 1
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// vertex attribute is the OpenGL name given to a set of vertices which are
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// given as input to a vertext shader, in a shader an array of vertices is
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// always referred to by index and not by pointer or other manners, indices
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// go from 0 to 15
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int vertindex = 0; |
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glEnableVertexAttribArray(vertindex); |
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// set the format of each vertex, in this case each vertex is made of 4
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// coordinates, x y z w, where w is the clip coordinate
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glVertexAttribPointer(vertindex, 4, GL_FLOAT, GL_FALSE, 0, 0); |
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glEnableVertexAttribArray(colindex); |
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glVertexAttribPointer(colindex, 4, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)sizeof(vec4)); |
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// reset the object bind so not to create errors
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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} |
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@ -181,7 +203,7 @@ void ren_initshaders() |
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void ren_drawvertbuffer() |
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{ |
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glBindBuffer(GL_ARRAY_BUFFER, ren.gl_vertbuffer); |
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glDrawArrays(GL_TRIANGLES, 0, VNUM(vert, 4)); |
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glDrawArrays(GL_TRIANGLES, 0, VNUM(vertbuffer)); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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} |
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@ -237,7 +259,7 @@ int main (void) |
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} |
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glViewport(0, 0, w_width(ren.w), w_height(ren.w)); |
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glClearColor(1.f, 0.f, 1.f, 0.f); |
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glClearColor(0.f, 0.f, 0.f, 0.f); |
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glClear(GL_COLOR_BUFFER_BIT); |
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ren_drawvertbuffer(); |
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@ -246,6 +268,8 @@ int main (void) |
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} while(running); |
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glDisableVertexAttribArray(vertindex); |
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glDisableVertexAttribArray(colindex); |
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SDL_GL_DeleteContext(ren.gl); |
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SDL_DestroyWindow(ren.w); |
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SDL_Quit(); |
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