// #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include #include #include #include #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 100 #define BOX_HEIGHT 100 static SDL_Window *window = NULL; static bool running = true; static Uint8 color = 0x18; static Uint64 elapsed = 0; static float boxVelX = 0.5f; static float boxVelY = 0.5f; static float boxSpeed = 300.f; const char* vShader = "#version 300 es\n" "layout (location = 0) in vec2 aPos;\n" "void main()\n" "{\n" " gl_Position = 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(0.8, 0.8, 0.8, 1.0);\n" "}"; void computeLetterbox(int windowW, int windowH, int logicalW, int logicalH, int* x, int* y, int* w, int* h) { float scaleX = (float)windowW / logicalW; float scaleY = (float)windowH / logicalH; float scale = (scaleX < scaleY) ? scaleX : scaleY; *w = (int)(logicalW * scale); *h = (int)(logicalH * scale); *x = (windowW - *w) / 2; *y = (windowH - *h) / 2; } struct Rect { float x; float y; float w; float h; }; 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[12] = {0}; Rect rect = { .x = 50.f, .y = 50.f, .w = BOX_WIDTH, .h = BOX_HEIGHT, }; GLuint vao, vbo; glGenVertexArrays(1, &vao); glGenBuffers(1, &vbo); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); int drawableW, drawableH; SDL_GetWindowSizeInPixels(window, &drawableW, &drawableH); #if defined(__ANDROID__) int vx, vy, vw, vh; computeLetterbox(drawableW, drawableH, SCREEN_WIDTH, SCREEN_HEIGHT, &vx, &vy, &vw, &vh); glViewport(vx, vy, vw, vh); #else glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); #endif glEnable(GL_DEPTH_TEST); 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; rect.x += boxSpeed * boxVelX * dt; rect.y += boxSpeed * boxVelY * dt; // boxSpeed += 50.f * dt; if (rect.x + BOX_WIDTH >= SCREEN_WIDTH || rect.x <= 0) boxVelX *= -1.f; if (rect.y + BOX_HEIGHT >= SCREEN_HEIGHT || rect.y <= 0) boxVelY *= -1.f; // float xProj = -1 + rect.x / ((float)SCREEN_WIDTH / 2); // float yProj = rect.y / ((float)SCREEN_HEIGHT / 2); float xProj = (rect.x / SCREEN_WIDTH) * 2.0f - 1.0f; float yProj = 1.0f - (rect.y / SCREEN_HEIGHT) * 2.0f; float wProj = (rect.w / SCREEN_WIDTH) * 2.0f; float hProj = (rect.h / SCREEN_HEIGHT) * 2.0f; SDL_Log("%f::%f (%f:%f)\n", xProj, yProj, wProj, hProj); vertices[0] = xProj; vertices[1] = yProj; vertices[2] = xProj + wProj; vertices[3] = yProj; vertices[4] = xProj + wProj; vertices[5] = yProj - hProj; vertices[6] = xProj; vertices[7] = yProj; vertices[8] = xProj; vertices[9] = yProj - hProj; vertices[10] = xProj + wProj; vertices[11] = yProj - hProj; 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 glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW); glUseProgram(program); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0, 6); SDL_GL_SwapWindow(window); } return 0; }