124 lines
2.9 KiB
C
124 lines
2.9 KiB
C
#define RGFW_OPENGL
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#define RGFW_ALLOC_DROPFILES
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#define RGFW_IMPLEMENTATION
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#define RGFW_PRINT_ERRORS
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#define RGFW_DEBUG
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#define GL_SILENCE_DEPRECATION
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#include "RGFW.h"
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#include <GLES3/gl3.h>
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#include <stdbool.h>
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RGFW_window* createWindow(char* title, int x, int y, int width, int height) {
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return RGFW_createWindow(title, x, y, width, height, RGFW_windowCenter | RGFW_windowOpenGL);
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}
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void closeWindow(RGFW_window* window) {
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RGFW_window_close(window);
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}
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bool shouldCloseWindow(RGFW_window* window) {
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if (RGFW_window_shouldClose(window)) {
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return true;
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} else {
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return false;
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}
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}
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void swapBuffers(RGFW_window* window) {
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RGFW_window_swapBuffers_OpenGL(window);
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}
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// OpenGL constants used below
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unsigned int VERTEX_SHADER = GL_VERTEX_SHADER;
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unsigned int FRAGMENT_SHADER = GL_FRAGMENT_SHADER;
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unsigned int TRIANGLES = GL_TRIANGLES;
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unsigned int STATIC_DRAW = GL_STATIC_DRAW;
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unsigned int DYNAMIC_DRAW = GL_DYNAMIC_DRAW;
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// OpenGL functions used below
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void enableDepthTest() {
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glEnable(GL_DEPTH_TEST);
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}
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void viewport(int width, int height) {
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glViewport(0, 0, width, height);
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}
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void clearColor(float r, float g, float b, float a) {
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glClearColor(r, g, b, a);
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}
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void clear() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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unsigned int createBuffer() {
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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return buffer;
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}
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void bindBuffer(unsigned int buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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}
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void bufferData(float* vector, int vectorLength, unsigned int updateMode) {
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vectorLength, vector, updateMode);
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}
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unsigned int createShader(unsigned int shaderType) {
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return glCreateShader(shaderType);
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}
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void shaderSource(unsigned int shader, const char *sourceString) {
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glShaderSource(shader, 1, &sourceString, NULL);
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}
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void compileShader(unsigned int shader) {
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glCompileShader(shader);
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}
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void deleteShader(unsigned int shader) {
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glDeleteShader(shader);
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}
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void vertexAttribPointer(int location, int numVecComponents, int stride, int offset) {
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glVertexAttribPointer(location, numVecComponents, GL_FLOAT, GL_FALSE, stride * sizeof(float), (void*)offset);
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}
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void enableVertexAttribArray(int location) {
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glEnableVertexAttribArray(location);
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}
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unsigned int createProgram() {
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return glCreateProgram();
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}
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void attachShader(unsigned int program, unsigned int shader) {
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glAttachShader(program, shader);
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}
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void linkProgram(unsigned int program) {
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glLinkProgram(program);
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}
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void useProgram(unsigned int program) {
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glUseProgram(program);
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}
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void deleteProgram(unsigned int program) {
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glDeleteProgram(program);
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}
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void drawArrays(unsigned int drawMode, int startIndex, int numVertices) {
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glDrawArrays(drawMode, startIndex, numVertices);
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}
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int getUniformLocation(unsigned int program, const char *uniformName) {
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glGetUniformLocation(program, uniformName);
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}
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void uniform4f(int uniformLocation, float a, float b, float c, float d) {
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glUniform4f(uniformLocation, a, b, c, d);
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}
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