94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
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internal void
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edr_init(App_State* state)
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{
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v4 quad_verts[] = {
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-0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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00.5f, -0.5f, 0.0f, 1.0f,
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00.5f, 0.5f, 0.0f, 1.0f,
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};
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u32 quad_indices[] = {
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3, 2, 1,
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3, 1, 0,
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};
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char* shader_code_vert =
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"#version 140\n"
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"attribute vec4 coordinates;\n"
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"void main(void) {\n"
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" gl_Position = coordinates;\n"
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"}";
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char* shader_code_frag =
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"#version 140\n"
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"void main(void) {\n"
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" gl_FragColor = vec4(1, 0, 1, 1);\n"
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"}";
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#if 0
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/* ======= Geometry =======*/
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glCreateBuffers(1, &buffer_vertex);
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glBindBuffer(GL_ARRAY_BUFFER, buffer_vertex);
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glBufferData(GL_ARRAY_BUFFER, quad_verts, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, NULL);
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glCreateBuffer(1, &buffer_index);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_index);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, quad_indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
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/* ======= Shaders =======*/
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shader_vert = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(shader_vertex, shader_code_vert);
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glCompileShader(shader_vert);
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shader_frag = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(shader_frag, shader_code_frag);
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glCompileShader(shader_frag);
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shader_prog = glCreateProgram();
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glAttachShader(shader_prog, shader_vert);
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glAttachShader(shader_prog, shader_frag);
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glLinkProgram(shader_prog);
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glUseProgram(shader_prog);
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/* ======= Associating shaders to buffer objects =======*/
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glBindBuffer(GL_ARRAY_BUFFER, buffer_vertex);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_index);
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coord = glGetAttribLocation(shader_prog, "coordinates");
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glVertexAttribPointer(coord, 4, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(coord);
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#endif
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}
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internal void
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edr_render_quad()
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{
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#if 0
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glBindBuffer(GL_ARRAY_BUFFER, buffer_vertex);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_index);
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glEnableVertexAttribArray(coord);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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#endif
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}
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internal void
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edr_render(App_State* state)
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{
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Platform_Graphics_Frame_Desc desc = {};
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desc.clear_color = { 0.1f, 0.1f, 0.1f, 1 };
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desc.viewport_min = { 0, 0 };
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desc.viewport_max = { 1600, 900 };
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platform_frame_begin(desc);
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platform_frame_clear();
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#if 0
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edr_render_quad();
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#endif
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} |