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| author | Roberto Esteves <contact@robertoesteves.dev> | 2025-11-22 16:35:06 +0000 |
|---|---|---|
| committer | Roberto Esteves <contact@robertoesteves.dev> | 2025-11-22 16:35:06 +0000 |
| commit | e7c2ec9719349f7a20dd1d4854869c10d8836a11 (patch) | |
| tree | af5b34d8d21cabd4ec6d4206ce5a6fd4651de56c /core/renderer/gles3.c | |
| parent | d84537c52f537920369618028f84b48296811fd0 (diff) | |
Diffstat (limited to 'core/renderer/gles3.c')
| -rw-r--r-- | core/renderer/gles3.c | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/core/renderer/gles3.c b/core/renderer/gles3.c new file mode 100644 index 0000000..5dd1538 --- /dev/null +++ b/core/renderer/gles3.c @@ -0,0 +1,92 @@ +#include "core/renderer.h" +#include "core/window.h" +#include "internal/utils.h" + +#include <GLES2/gl2.h> +#include <GLES3/gl3.h> +#include <stddef.h> +#include <stdio.h> +#include <stdlib.h> + +GLuint load_shader(const char *code, uint type) { + int success; + char infoLog[512]; + GLuint shader = glCreateShader(type); + + glShaderSource(shader, 1, &code, NULL); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + + if (!success) { + glGetShaderInfoLog(shader, 512, NULL, infoLog); + printf("Shader compilation failed: %s\n", infoLog); + } + + return shader; +} + +struct ruim_rendererGLES RuimSetupGLES(void) { + int success; + char infoLog[512]; + struct ruim_rendererGLES renderer; + float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f}; + + GLuint vertexShdr = + load_shader("#version 300 es\n" + "layout (location = 0) in vec3 aPos;\n" + "void main()\n" + "{\n" + "gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" + "}\0", + GL_VERTEX_SHADER); + + GLuint fragmentShdr = load_shader("#version 300 es\n" + "precision mediump float;\n" + "out vec4 FragColor;\n" + "void main()\n" + "{\n" + "FragColor = vec4(1.0, 0.5, 0.2, 1.0);\n" + "}\0", + GL_FRAGMENT_SHADER); + + glGenBuffers(1, &renderer.VBO); + glGenVertexArrays(1, &renderer.VAO); + + renderer.shaderProgram = glCreateProgram(); + glAttachShader(renderer.shaderProgram, vertexShdr); + glAttachShader(renderer.shaderProgram, fragmentShdr); + glLinkProgram(renderer.shaderProgram); + glGetProgramiv(renderer.shaderProgram, GL_LINK_STATUS, &success); + if (!success) { + glGetProgramInfoLog(renderer.shaderProgram, 512, NULL, infoLog); + printf("Program linking failed: %s\n", infoLog); + } + + glDeleteShader(vertexShdr); + glDeleteShader(fragmentShdr); + + glBindVertexArray(renderer.VAO); + + glBindBuffer(GL_ARRAY_BUFFER, renderer.VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); + glEnableVertexAttribArray(0); + + glBindVertexArray(0); + + return renderer; +} + +void RuimResizeGLES(struct ruim_rendererGLES *renderer, int width, int height) { + glViewport(0, 0, width, height); +} + +void RuimRenderGLES(struct ruim_rendererGLES *renderer) { + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + + glUseProgram(renderer->shaderProgram); + glBindVertexArray(renderer->VAO); + glDrawArrays(GL_TRIANGLES, 0, 3); +} |