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authorpants <niklasjo2004@gmail.com>2026-09-21 14:16:59 -0700
committerpants <niklasjo2004@gmail.com>2026-09-21 14:16:59 -0700
commita091c00c00c1d5ae5e3da7ef31b98293c76d479f (patch)
tree62c4b3bc114faac9922873ae48672c46cc2cf7d4 /plugin/examples/hello_triangle
Diffstat (limited to 'plugin/examples/hello_triangle')
-rw-r--r--plugin/examples/hello_triangle/triangle.c108
1 files changed, 108 insertions, 0 deletions
diff --git a/plugin/examples/hello_triangle/triangle.c b/plugin/examples/hello_triangle/triangle.c
new file mode 100644
index 0000000..4c18f20
--- /dev/null
+++ b/plugin/examples/hello_triangle/triangle.c
@@ -0,0 +1,108 @@
+#include <gsr/plugin.h>
+#include <stddef.h>
+#include <stdlib.h>
+#include <math.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/gl.h>
+
+const char vertex_shader_source[] =
+ "attribute vec4 vertex_pos; \n"
+ "void main() { \n"
+ " gl_Position = vertex_pos; \n"
+ "}";
+
+const char fragment_shader_source[] =
+ "precision mediump float; \n"
+ "uniform vec3 color; \n"
+ "void main() { \n"
+ " gl_FragColor = vec4(color, 1.0); \n"
+ "}";
+
+typedef struct {
+ GLuint shader_program;
+ GLuint vao;
+ GLuint vbo;
+ GLint color_uniform;
+ unsigned int counter;
+} Triangle;
+
+static GLuint load_shader(const char *shaderSrc, GLenum type) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shaderSrc, NULL);
+ glCompileShader(shader);
+ return shader;
+}
+
+static void draw(const gsr_plugin_draw_params *params, void *userdata) {
+ Triangle *triangle = userdata;
+
+ GLfloat glverts[6];
+
+ glverts[0] = -0.5f;
+ glverts[1] = -0.5f;
+
+ glverts[2] = 0.5f;
+ glverts[3] = -0.5f;
+
+ glverts[4] = 0.0f;
+ glverts[5] = 0.5f;
+
+ glBindVertexArray(triangle->vao);
+ glBindBuffer(GL_ARRAY_BUFFER, triangle->vbo);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * sizeof(float), glverts);
+
+ glUseProgram(triangle->shader_program);
+ const double pp = triangle->counter * 0.05;
+ glUniform3f(triangle->color_uniform, 0.5 + sin(pp)*0.5, 0.5 + cos(pp)*0.5, 0.5 + sin(0.2 + pp)*0.5);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ glBindVertexArray(0);
+ glUseProgram(0);
+
+ ++triangle->counter;
+}
+
+bool gsr_plugin_init(const gsr_plugin_init_params *params, gsr_plugin_init_return *ret) {
+ Triangle *triangle = calloc(1, sizeof(Triangle));
+ if(!triangle)
+ return false;
+
+ triangle->shader_program = glCreateProgram();
+
+ const GLuint vertex_shader = load_shader(vertex_shader_source, GL_VERTEX_SHADER);
+ const GLuint fragment_shader = load_shader(fragment_shader_source, GL_FRAGMENT_SHADER);
+
+ glAttachShader(triangle->shader_program, vertex_shader);
+ glAttachShader(triangle->shader_program, fragment_shader);
+ glBindAttribLocation(triangle->shader_program, 0, "vertex_pos");
+ glLinkProgram(triangle->shader_program);
+
+ glGenVertexArrays(1, &triangle->vao);
+ glBindVertexArray(triangle->vao);
+
+ glGenBuffers(1, &triangle->vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, triangle->vbo);
+ glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
+
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
+
+ glBindVertexArray(0);
+
+ glDeleteShader(vertex_shader);
+ glDeleteShader(fragment_shader);
+
+ triangle->color_uniform = glGetUniformLocation(triangle->shader_program, "color");
+
+ ret->name = "hello_triangle";
+ ret->version = 1;
+ ret->userdata = triangle;
+ ret->draw = draw;
+ return true;
+}
+
+void gsr_plugin_deinit(void *userdata) {
+ Triangle *triangle = userdata;
+ glDeleteProgram(triangle->shader_program);
+ free(triangle);
+}