v4k-git-backup/demos/99-renderstate.c

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#include <v4k.h>
int main() {
window_create(40, WINDOW_SQUARE | WINDOW_MSAA8);
window_title(__FILE__);
// set up pipeline
renderstate_t state = renderstate();
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state.clear_color[0] = 0.2f;
state.clear_color[1] = 0.2f;
state.clear_color[2] = 0.2f;
state.clear_color[3] = 1.0f;
state.depth_test_enabled = GL_TRUE;
state.depth_func = GL_LEQUAL;
state.blend_enabled = GL_FALSE;
state.cull_face_enabled = GL_TRUE;
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// prepare triangle buffer
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, 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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// basic shader
const char *vertex_shader_src = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main() {\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragment_shader_src = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";
handle program = shader(vertex_shader_src, fragment_shader_src, "aPos", "FragColor", "");
// app loop
while( window_swap() ) {
// input controls
if( input(KEY_ESC) ) break;
// bind pipeline
renderstate_apply(&state);
// clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw triangle
glUseProgram(program);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
}