programming_tutorials/wip/09_sdl_opengl_1/main.cpp

176 lines
3.4 KiB
C++

#include <stdio.h>
#define SDL_MAIN_HANDLED
#include <SDL2/SDL.h>
#ifdef __unix__
#include <GL/gl.h>
#endif
#ifdef _WIN64
#include <glad/glad.h>
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
SDL_Window *window;
SDL_GLContext context;
bool running = true;
void first_2d_triangle() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_TRIANGLES);
glVertex2f(0.0, 0.5);
glVertex2f(0.5, -0.5);
glVertex2f(-0.5, -0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_triangle_colored() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(0.0, 0.5);
glColor3f(0, 1, 0);
glVertex2f(0.5, -0.5);
glColor3f(0, 0, 1);
glVertex2f(-0.5, -0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_quad() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_QUADS);
glVertex2f(0.5, 0.5);
glVertex2f(0.5, -0.5);
glVertex2f(-0.5, -0.5);
glVertex2f(-0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_quad_colored() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
glVertex2f(0.5, 0.5);
glColor3f(0.5, 0.5, 0.5);
glVertex2f(0.5, -0.5);
glColor3f(0, 1, 0);
glVertex2f(-0.5, -0.5);
glColor3f(0, 0, 1);
glVertex2f(-0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
int current_demo = 3;
//gameloop
void handle_frame() {
//handle input
SDL_Event current_evevnt;
while(SDL_PollEvent(&current_evevnt)) {
if (current_evevnt.type == SDL_QUIT) {
running = false;
}
}
//update world
//most ez nem kell
//render
switch (current_demo) {
case 0:
first_2d_triangle();
break;
case 1:
first_2d_triangle_colored();
break;
case 2:
first_2d_quad();
break;
case 3:
first_2d_quad_colored();
break;
}
}
int main(int argc, char *argv[]) {
SDL_SetMainReady();
int error = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
if (error) {
SDL_Log("SDL_Init: %s", SDL_GetError());
return 1;
}
//Use OpenGl 2.1
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
window = SDL_CreateWindow("SDL + OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (!window) {
SDL_Log("SDL_CreateWindow: %s", SDL_GetError());
return 1;
}
context = SDL_GL_CreateContext(window);
#ifdef _WIN64
gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress);
#endif
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(handle_frame, 0, 1);
#else
while (running) {
handle_frame();
}
#endif
printf("%s\n", glGetString(GL_VERSION));
SDL_DestroyWindow(window);
window = nullptr;
SDL_Quit();
return 0;
}