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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);
}
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