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#include "config.h"
#include "mandel.h"
bool state_init(State *state)
{
SDL_CALL(SDL_Init(SDL_INIT_VIDEO));
SDL_CALL(SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4));
SDL_CALL(SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0));
SDL_CALL(SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE));
SDL_CALL(SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1));
SDL_CALL(state->window = SDL_CreateWindow(
MANDEL_WINDOW_TITLE,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
MANDEL_WINDOW_WIDTH,
MANDEL_WINDOW_HEIGHT,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
));
SDL_CALL(state->context = SDL_GL_CreateContext(state->window));
assert(glewInit() == GLEW_OK);
SDL_CALL(SDL_GL_SetSwapInterval(1));
if (!shader_init(&state->shader))
{
perror(NULL);
return false;
}
SDL_GL_GetDrawableSize(state->window, &state->width, &state->height);
GL_CALL(glViewport(0, 0, state->width, state->height));
float vertices[] = {
1.0f, 1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
-1.0f, -1.0f,
-1.0f, 1.0f,
};
GL_CALL(glGenVertexArrays(1, &state->vertex_array));
GL_CALL(glBindVertexArray(state->vertex_array));
GL_CALL(glGenBuffers(1, &state->vertex_buf));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, state->vertex_buf));
GL_CALL(glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW));
GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0));
GL_CALL(glEnableVertexAttribArray(0));
/* state->palette = color_palette_new(NULL, MANDEL_ITERATIONS); */
/* if (state->palette == NULL) */
/* return false; */
state->iterations = MANDEL_ITERATIONS;
state->real_start = -2.0;
state->real_end = 2.0;
state->imag_start = -2.0;
state->imag_end = 2.0;
state->running = true;
return true;
}
void state_run(State *state)
{
while (state->running)
{
event_handle(state);
GL_CALL(glClearColor(0.2, 0.3, 0.2, 1.0));
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
GL_CALL(glUseProgram(state->shader.id));
shader_set_uniforms(&state->shader, state);
GL_CALL(glBindVertexArray(state->vertex_array));
GL_CALL(glDrawArrays(GL_TRIANGLES, 0, 6));
SDL_GL_SwapWindow(state->window);
SDL_Delay(3);
}
}
void state_quit(State *state)
{
/* free(state->palette); */
GL_CALL(glDeleteProgram(state->shader.id));
SDL_GL_DeleteContext(state->context);
SDL_DestroyWindow(state->window);
SDL_Quit();
}
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