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path: root/core/renderer/gles3.c
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#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);
}