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path: root/src/main.c
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#include "shader.h"
#include "vendor/stb_image.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cglm/cglm.h>
#include <math.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>

void on_resize(GLFWwindow *win, int width, int height) {
  glViewport(0, 0, width, height);
}

void get_max_attrib_count(int *attrib_count) {
  glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, attrib_count);
  printf("Max vertex attribs %d\n", *attrib_count);
}

int main() {
  // Initialize GLFW
  if (!glfwInit()) {
    return -1;
  }

  // Set the required options for GLFW
  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

  GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
  if (!window) {
    glfwTerminate();
    return -1;
  }

  glfwSetFramebufferSizeCallback(window, on_resize);
  glfwMakeContextCurrent(window);

  // Initialize GLEW
  GLenum glewStatus = glewInit();
  if (glewStatus != GLEW_OK) {
    printf("Failed to initialize GLEW: %s\n", glewGetErrorString(glewStatus));
    return -1;
  }

  int attrib_count;
  get_max_attrib_count(&attrib_count);

  unsigned int texture1, texture2;
  glGenTextures(1, &texture1);
  glBindTexture(GL_TEXTURE_2D, texture1); // Changed from texture to texture1
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
  float borderColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
  glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

  int width, height, nrChannels;
  unsigned char *data = stbi_load("res/images/container.jpg", &width, &height, &nrChannels, 0);
  if (data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);
  } else {
    printf("Failed to load texture\n");
  }

  stbi_image_free(data);

  glGenTextures(1, &texture2);
  glBindTexture(GL_TEXTURE_2D, texture2);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

  stbi_set_flip_vertically_on_load(true);
  data = stbi_load("res/images/awesomeface.png", &width, &height, &nrChannels, 0); // Removed asterisk

  if (data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // Changed GL_RGB to GL_RGBA
    glGenerateMipmap(GL_TEXTURE_2D);
  } else {
    printf("Failed to load texture\n");
  }

  stbi_image_free(data);

   float vertices[] = {
        // positions          // texture coords
         0.5f,  0.5f, 0.0f,   1.0f, 1.0f, // top right
         0.5f, -0.5f, 0.0f,   1.0f, 0.0f, // bottom right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, // bottom left
        -0.5f,  0.5f, 0.0f,   0.0f, 1.0f  // top left 
    };

  unsigned int indices[] = {
      0, 1, 3, // first triangle
      1, 2, 3  // second triangle
  };

  unsigned int VBO, VAO, EBO;
  glGenVertexArrays(1, &VAO);
  glGenBuffers(1, &VBO);
  glGenBuffers(1, &EBO);

  glBindVertexArray(VAO);

  glBindBuffer(GL_ARRAY_BUFFER, VBO);
  glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
  glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

  Shader *shader = shader_create("src/shaders/triangle.vert.glsl", "src/shaders/triangle.frag.glsl");
  if (!shader) {
    glfwTerminate();
    return -1;
  }

  // position attribute
  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
  glEnableVertexAttribArray(0);
  // color attribute
  glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
  glEnableVertexAttribArray(1);
  // texture coord attribute
  glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(6 * sizeof(float)));
  glEnableVertexAttribArray(2);

  shader_use(shader);
  glUniform1i(glGetUniformLocation(shader->program, "texture1"), 0);
  glUniform1i(glGetUniformLocation(shader->program, "texture2"), 1);

  while (!glfwWindowShouldClose(window)) {
    glClearColor(0.1f, 0.1f, 0.25f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture1);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, texture2);

    mat4 trans;
    glm_mat4_identity(trans);
    glm_rotate(trans, (float)glfwGetTime(), (vec3){0.0f, 0.0f, 1.0f});

    unsigned int transform_location = glGetUniformLocation(shader->program, "transform");
    glUniformMatrix4fv(transform_location, 1, GL_FALSE, (float *)trans);

    glBindVertexArray(VAO);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

    glfwSwapBuffers(window);
    glfwPollEvents();
  }

  glDeleteVertexArrays(1, &VAO);
  glDeleteBuffers(1, &VBO);
  glDeleteBuffers(1, &EBO);
  shader_delete(shader);

  glfwTerminate();
  return 0;
}