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Start working on odin rendering experiment

This commit is contained in:
prescientmoon 2025-03-28 15:30:06 +01:00
parent 49b60b6eb4
commit de69cd8691
Signed by: prescientmoon
SSH key fingerprint: SHA256:UUF9JT2s8Xfyv76b8ZuVL7XrmimH4o49p4b+iexbVH4
6 changed files with 407 additions and 0 deletions
odin/sdl-opengl-rendering/src

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#version 140
out vec4 LFragment;
void main() {
LFragment = vec4( 1.0, 1.0, 1.0, 1.0 );
}

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package visuals
import "core:c"
import "core:log"
import "vendor:OpenGL"
import "vendor:sdl3"
State :: struct {
window: ^sdl3.Window,
}
init :: proc() -> (state: State, ok: bool) {
sdl3.Init(sdl3.InitFlags{.VIDEO}) or_return
sdl3.GL_SetAttribute(.CONTEXT_MAJOR_VERSION, 3) or_return
sdl3.GL_SetAttribute(.CONTEXT_MINOR_VERSION, 1) or_return
sdl3.GL_SetAttribute(.CONTEXT_PROFILE_MASK, c.int(sdl3.GL_CONTEXT_PROFILE_CORE)) or_return
window := sdl3.CreateWindow("SDL visual experiment", 640, 480, {.FULLSCREEN, .OPENGL})
(window != nil) or_return
gl_ctx := sdl3.GL_CreateContext(window)
(gl_ctx != nil) or_return
// Init GL here
return {window = window}, true
}
init_gl :: proc() -> (ok: bool) {
program_id := OpenGL.load_shaders_source(#load("./vert.glsl"), #load("./frag.glsl")) or_return
return true
}
// //Get vertex attribute location
// gVertexPos2DLocation = glGetAttribLocation( gProgramID, "LVertexPos2D" );
// if( gVertexPos2DLocation == -1 )
// {
// SDL_Log( "LVertexPos2D is not a valid glsl program variable!\n" );
// success = false;
// }
// else
// {
// //Initialize clear color
// glClearColor( 0.f, 0.f, 0.f, 1.f );
//
// //VBO data
// GLfloat vertexData[] =
// {
// -0.5f, -0.5f,
// 0.5f, -0.5f,
// 0.5f, 0.5f,
// -0.5f, 0.5f
// };
//
// //IBO data
// GLuint indexData[] = { 0, 1, 2, 3 };
//
// //Create VBO
// glGenBuffers( 1, &gVBO );
// glBindBuffer( GL_ARRAY_BUFFER, gVBO );
// glBufferData( GL_ARRAY_BUFFER, 2 * 4 * sizeof(GLfloat), vertexData, GL_STATIC_DRAW );
//
// //Create IBO
// glGenBuffers( 1, &gIBO );
// glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, gIBO );
// glBufferData( GL_ELEMENT_ARRAY_BUFFER, 4 * sizeof(GLuint), indexData, GL_STATIC_DRAW );
// void render()
// {
// //Clear color buffer
// glClear( GL_COLOR_BUFFER_BIT );
//
// //Render quad
// if( gRenderQuad )
// {
// //Bind program
// glUseProgram( gProgramID );
//
// //Enable vertex position
// glEnableVertexAttribArray( gVertexPos2DLocation );
//
// //Set vertex data
// glBindBuffer( GL_ARRAY_BUFFER, gVBO );
// glVertexAttribPointer( gVertexPos2DLocation, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL );
//
// //Set index data and render
// glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, gIBO );
// glDrawElements( GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL );
//
// //Disable vertex position
// glDisableVertexAttribArray( gVertexPos2DLocation );
//
// //Unbind program
// glUseProgram( 0 );
// }
// }
close :: proc(state: State) {
sdl3.DestroyWindow(state.window)
sdl3.Quit()
}
// void close()
// {
// //Deallocate program
// glDeleteProgram( gProgramID );
//
// //Destroy window
// SDL_DestroyWindow( gWindow );
// gWindow = NULL;
//
// //Quit SDL subsystems
// SDL_Quit();
// }
//
// void printProgramLog( GLuint program )
// {
// //Make sure name is shader
// if( glIsProgram( program ) )
// {
// //Program log length
// int infoLogLength = 0;
// int maxLength = infoLogLength;
//
// //Get info string length
// glGetProgramiv( program, GL_INFO_LOG_LENGTH, &maxLength );
//
// //Allocate string
// char* infoLog = new char[ maxLength ];
//
// //Get info log
// glGetProgramInfoLog( program, maxLength, &infoLogLength, infoLog );
// if( infoLogLength > 0 )
// {
// //Print Log
// SDL_Log( "%s\n", infoLog );
// }
//
// //Deallocate string
// delete[] infoLog;
// }
// else
// {
// SDL_Log( "Name %d is not a program\n", program );
// }
// }
//
// void printShaderLog( GLuint shader )
// {
// //Make sure name is shader
// if( glIsShader( shader ) )
// {
// //Shader log length
// int infoLogLength = 0;
// int maxLength = infoLogLength;
//
// //Get info string length
// glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
//
// //Allocate string
// char* infoLog = new char[ maxLength ];
//
// //Get info log
// glGetShaderInfoLog( shader, maxLength, &infoLogLength, infoLog );
// if( infoLogLength > 0 )
// {
// //Print Log
// SDL_Log( "%s\n", infoLog );
// }
//
// //Deallocate string
// delete[] infoLog;
// }
// else
// {
// SDL_Log( "Name %d is not a shader\n", shader );
// }
// }
main :: proc() {
context.logger = log.create_console_logger()
log.debug("Starting")
state, ok := init()
log.assertf(ok, "Got SDL error: %v", sdl3.GetError())
defer close(state)
quit := false
log.debug("Created context")
for !quit {
sdl3.StartTextInput(state.window) or_break
event: sdl3.Event
for sdl3.PollEvent(&event) {
#partial switch event.type {
case .QUIT:
quit = true
}
}
sdl3.GL_SwapWindow(state.window)
sdl3.StopTextInput(state.window) or_break
}
}
// //Event handler
// SDL_Event e;
//
// //Enable text input
// SDL_StartTextInput( gWindow );
//
// //While application is running
// while( !quit )
// {
// //Handle events on queue
// while( SDL_PollEvent( &e ) != 0 )
// {
// //User requests quit
// if( e.type == SDL_EVENT_QUIT )
// {
// quit = true;
// }
// //Handle keypress
// else if( e.type == SDL_EVENT_TEXT_INPUT )
// {
// handleKeys( e.text.text[ 0 ] );
// }
// }
//
// //Render quad
// render();
//
// //Update screen
// SDL_GL_SwapWindow( gWindow );
// }
//
// //Disable text input
// SDL_StopTextInput( gWindow );
// }
//
// //Free resources and close SDL
// close();
//
// return 0;
// }

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#version 140
in vec2 LVertexPos2D;
void main() {
gl_Position = vec4(LVertexPos2D.x, LVertexPos2D.y, 0, 1 );
}