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meta-rpi-diya/recipes-example/example/files/sdlglshader.c
2023-07-19 17:13:17 +02:00

211 lines
5.9 KiB
C

// To compile with gcc: (tested on Ubuntu 14.04 64bit):
// g++ sdl2_opengl.cpp -lSDL2 -lGL
// To compile with msvc: (tested on Windows 7 64bit)
// cl sdl2_opengl.cpp /I C:\sdl2path\include /link C:\path\SDL2.lib C:\path\SDL2main.lib /SUBSYSTEM:CONSOLE /NODEFAULTLIB:libcmtd.lib opengl32.lib
#include <stdio.h>
#include <stdint.h>
#include <assert.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <GLES/gl.h>
typedef int32_t i32;
typedef uint32_t u32;
typedef int32_t b32;
#define WinWidth 480
#define WinHeight 640
#define VERTEX_SHADER "\
void main() \
{ \
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \
} \
"
#define FRAG_SHADER "\
void main() \
{ \
gl_FragColor = vec4(1.0,0.0,0.0,1.0); \
} \
"
GLuint load_shader(c)
{
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLint Result = GL_FALSE;
int InfoLogLength;
char *source;
char buff[2048];
// Compile Vertex Shader
source = VERTEX_SHADER;
printf("Compiling vertex shader \n");
glShaderSource(VertexShaderID, 1, &source, NULL);
glCompileShader(VertexShaderID);
memset(buff, 0, sizeof(buff));
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &buff);
printf("%s\n", buff);
}
// Compile Fragment Shader
source = FRAG_SHADER;
printf("Compiling frag shader \n");
glShaderSource(FragmentShaderID, 1, &source, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
memset(buff, 0, sizeof(buff));
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, buff);
printf("%s\n", buff);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
memset(buff, 0, sizeof(buff));
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, buff);
printf("Linking: %s\n", buff);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
int main(int ArgCount, char **Args)
{
u32 WindowFlags = SDL_WINDOW_OPENGL;
SDL_Window *Window = SDL_CreateWindow("OpenGL Test", 0, 0, 0, 0, WindowFlags);
assert(Window);
SDL_GLContext Context = SDL_GL_CreateContext(Window);
SDL_SetWindowFullscreen(Window, SDL_WINDOW_FULLSCREEN);
SDL_DisplayMode DM;
SDL_GetCurrentDisplayMode(0, &DM);
printf("Display size %dx%d\n", DM.w, DM.h);
int Running = 1;
// openGL part
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
printf("Vertex Array ID %d\n", VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = load_shader();
// GLfloat tmp_buffer[9];
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,
-1.0f,
0.0f,
1.0f,
-1.0f,
0.0f,
0.0f,
1.0f,
0.0f,
};
GLuint vertexbuffer;
GLint currid = -1;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
// printf("Buffer ID %d of size: %d\n", vertexbuffer, sizeof(tmp_buffer));
// read back buffer data
// memset(tmp_buffer, 0, sizeof(tmp_buffer));
/*
glGetBufferSubData(GL_ARRAY_BUFFER, 0,sizeof(tmp_buffer), tmp_buffer );
printf("Read back buffer data: \n");
for(int i=0; i< 9; i++)
{
printf("%d: %.2f\n", i, tmp_buffer[i]);
}
*/
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &currid);
printf("current id: %d\n",currid);
while (Running)
{
SDL_Event Event;
while (SDL_PollEvent(&Event))
{
if (Event.type == SDL_KEYDOWN)
{
switch (Event.key.keysym.sym)
{
case SDLK_ESCAPE:
Running = 0;
break;
default:
break;
}
}
else if (Event.type == SDL_QUIT)
{
Running = 0;
}
}
glViewport(0, 0, DM.w, DM.h);
glClearColor(1.f, 0.f, 1.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void *)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
/* Send our triangle data to the pipeline. */
SDL_GL_SwapWindow(Window);
}
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteProgram(programID);
return 0;
}