feat: init project with raw opengl GLESv3

This commit is contained in:
2026-04-19 18:37:25 +02:00
commit c90c155944
4 changed files with 244 additions and 0 deletions

196
main.cpp Normal file
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// #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <stdio.h>
#include <math.h>
#include <GLES3/gl3.h>
#if defined(__ANDROID__)
#define APP_MAIN SDL_main
#define SDL_WINDOW_FLAG SDL_WINDOW_FULLSCREEN
#else
#define APP_MAIN main
#define SDL_WINDOW_FLAG 0
#endif
#define SCREEN_WIDTH 1600
#define SCREEN_HEIGHT 720
#define BOX_WIDTH 250
#define BOX_HEIGHT 250
static SDL_Window *window = NULL;
static bool running = true;
static Uint8 color = 0x18;
static Uint64 elapsed = 0;
static float boxX = 0.f;
static float boxY = 0.f;
static float boxVelX = 1.f;
static float boxVelY = 1.f;
static float boxSpeed = 250.f;
const char* vShader = "#version 300 es\n"
"layout (location = 0) in vec2 aPos;\n"
"uniform mat4 uTransform;\n"
"void main()\n"
"{\n"
" gl_Position = uTransform * vec4(aPos, 0.0, 1.0);\n"
"}";
const char* fShader = "#version 300 es\n"
"precision mediump float;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0, 0.2, 0.3, 1.0); // red-ish\n"
"}";
void makeRotationZ(float angle, float* m)
{
float c = cosf(angle);
float s = sinf(angle);
// column-major (OpenGL style)
m[0] = c; m[4] = -s; m[8] = 0; m[12] = 0;
m[1] = s; m[5] = c; m[9] = 0; m[13] = 0;
m[2] = 0; m[6] = 0; m[10] = 1; m[14] = 0;
m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
}
extern "C" int APP_MAIN(int argc, char **argv) {
SDL_SetAppMetadata("Example Renderer Primitives", "1.0", "com.example.renderer-primitives");
SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
window = SDL_CreateWindow("examples/renderer/primitives", SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_FLAG | SDL_WINDOW_OPENGL);
if (!window) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
int success;
char infoLog[512];
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vShader, NULL);
glCompileShader(vertexShader);
// print compile errors if any
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
};
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fShader, NULL);
glCompileShader(fragmentShader);
// print compile errors if any
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", infoLog);
};
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
// print linking errors if any
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(program, 512, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED\n%s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
// positions (x, y)
-0.5f, -0.5f,
0.5f, -0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, 0.5f,
-0.5f, 0.5f};
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glEnable(GL_DEPTH_TEST);
float transform[16];
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
running = false;
}
}
auto now = SDL_GetTicks();
float dt = now - elapsed;
elapsed = now;
// SDL_Log("dt: %f\n", dt);
dt /= 1000.f;
boxX += boxSpeed * boxVelX * dt;
boxY += boxSpeed * boxVelY * dt;
boxSpeed += 50.f * dt;
if (boxX + BOX_WIDTH >= SCREEN_WIDTH || boxX <= 0) boxVelX *= -1.f;
if (boxY + BOX_HEIGHT >= SCREEN_HEIGHT || boxY <= 0) boxVelY *= -1.f;
glClearColor(0x18/255.f, 0x18/255.f, 0x18/255.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw your 3D stuff here
float angle = SDL_GetTicks() / 1000.0f; // rotates over time
float transform[16];
makeRotationZ(angle, transform);
GLuint loc = glGetUniformLocation(program, "uTransform");
glUseProgram(program);
glUniformMatrix4fv(loc, 1, GL_FALSE, transform);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(window);
}
return 0;
}