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#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>

#include <GL/glew.h>
#include <SDL2/SDL.h>

#define UNUSED(a) ((void) (a))

static const float
verts[] = {
  -0.5,  0.5, 0,
   0.5,  0.5, 0,
   0.0, -0.5, 0,
};

static const char *
vs_src = 
  "#version 320 es\n"
  "\n"
  "layout (location = 0) in mediump vec3 pos;\n"
  "\n"
  "void main() {\n"
  "  gl_Position = vec4(pos.x, pos.y, pos.z, 1);\n"
  "}\n";

static const char *
fs_src = 
  "#version 320 es\n"
  "\n"
  "out mediump vec4 color;\n"
  "\n"
  "uniform mediump float time;\n"
  "\n"
  "void main() {\n"
  "  color = vec4(0.5f + 0.5 * sin(time * 3.141), 0, 0, 1);\n"
  "}\n";

static GLuint
compile_shader(
  const GLenum type,
  const char *src
) {
  // create shader
  GLuint r = glCreateShader(type);

  // compile shader
  glShaderSource(r, 1, &src, NULL);
  glCompileShader(r);

  // check for error
  GLint ok;
  glGetShaderiv(r, GL_COMPILE_STATUS, &ok);
  if (!ok) {
    GLchar log[1024];
    glGetShaderInfoLog(r, sizeof(log), NULL, log);
    fprintf(stderr, "Shader Compile Error: %s\n", log);
    exit(EXIT_FAILURE);
  }

  // return result
  return r;
}

static GLuint
link_render_program(
  const char * const vs_src,
  const char * const fs_src
) {
  // create program
  GLuint r = glCreateProgram();

  // compile shaders
  GLuint vs = compile_shader(GL_VERTEX_SHADER, vs_src),
         fs = compile_shader(GL_FRAGMENT_SHADER, fs_src);

  // attach shaders
  glAttachShader(r, vs);
  glAttachShader(r, fs);

  // link program
  glLinkProgram(r);

  // check link status
  GLint ok;
  glGetProgramiv(r, GL_LINK_STATUS, &ok);
  if (!ok) {
    GLchar log[1024];
    glGetProgramInfoLog(r, sizeof(log), NULL, log);
    fprintf(stderr, "Program Link Error: %s\n", log);
    exit(EXIT_FAILURE);
  }

  // delete shaders 
  glDeleteShader(vs);
  glDeleteShader(fs);

  // return result
  return r;
}

#if 0
static GLuint
link_compute_program(
  const char * const cs_src
) {
  // create program
  GLuint r = glCreateProgram();

}
#endif

static SDL_Window *
init(void) {
  if (SDL_Init(SDL_INIT_VIDEO) < 0) {
    SDL_Log("SDL_Init() failed: %s", SDL_GetError());
    exit(EXIT_FAILURE);
  }

  // create window
  SDL_Window *win = SDL_CreateWindow(
    "Compute Test",
    SDL_WINDOWPOS_UNDEFINED,
    SDL_WINDOWPOS_UNDEFINED,
    640,
    480,
    SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
  );

  // check for error
  if (!win) {
    SDL_Log("SDL_CreateWindow() failed: %s", SDL_GetError());
    exit(EXIT_FAILURE);
  }

  // set gl context majory version hint
  if (SDL_GL_SetAttribute(
    SDL_GL_CONTEXT_PROFILE_MASK,
    SDL_GL_CONTEXT_PROFILE_ES
  ) < 0) {
    SDL_Log("SDL_GL_SetAttribute() failed: %s", SDL_GetError());
    exit(EXIT_FAILURE);
  }

  // set gl context majory version hint
  if (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) {
    SDL_Log("SDL_GL_SetAttribute() failed: %s", SDL_GetError());
    exit(EXIT_FAILURE);
  }

  // set gl context minor version hint
  if (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2) < 0) {
    SDL_Log("SDL_GL_SetAttribute() failed: %s", SDL_GetError());
    exit(EXIT_FAILURE);
  }

  // create GL context
  SDL_GLContext context = SDL_GL_CreateContext(win);
  if (!context) {
    SDL_Log("SDL_GL_CreateContext() failed: %s", SDL_GetError());
    exit(EXIT_FAILURE);
  }

  // init glew
  // (do this immediately after setting context)
  {
    GLenum err = glewInit();
    if (err != GLEW_OK) {
      SDL_Log("glewInit() failed: %s", glewGetErrorString(err));
      exit(EXIT_FAILURE);
    }
  }

  // set swap interval
  // (after context init)
  if (SDL_GL_SetSwapInterval(1) < 0) {
    SDL_Log("SDL_GL_SetSwapInterval() failed: %s", SDL_GetError());
    exit(EXIT_FAILURE);
  }

  // return window
  return win;
}

int main(int argc, char *argv[]) {
  UNUSED(argc);
  UNUSED(argv);

  SDL_Window *win = init();

  // generate vertex array
  GLuint vao;
  glGenVertexArrays(1, &vao);
  glBindVertexArray(vao);

  // generate vertex buffer
  GLuint vbo;
  glGenBuffers(1, &vbo);
  glBindBuffer(GL_ARRAY_BUFFER, vbo);
  glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);

  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*) 0);
  glEnableVertexAttribArray(0);

  // unbind vao
  glBindVertexArray(0);

  // link program
  GLuint prog = link_render_program(vs_src, fs_src);
  GLint u_time = glGetUniformLocation(prog, "time");

  // main loop
  bool done = false, fullscreen = false;
  while (!done) {
    // clear screen
    glClearColor(0, 0, 0, 1);
    glClear(GL_COLOR_BUFFER_BIT);

    // use program, set uniform
    glUseProgram(prog);
    glUniform1f(u_time, SDL_GetTicks() / 1000.0);

    // draw
    glBindVertexArray(vao);
    glDrawArrays(GL_TRIANGLES, 0, 3);
    glBindVertexArray(0);

    // swap buffer
    SDL_GL_SwapWindow(win);

    // handle events
    {
      SDL_Event ev;

      while (SDL_PollEvent(&ev)) {
        switch (ev.type) {
        case SDL_QUIT:
          done = true;
          break;
        case SDL_KEYDOWN:
          switch (ev.key.keysym.sym) {
          case SDLK_ESCAPE:
            done = true;

            break;
          case SDLK_F11:
            // toggle fullscreen
            fullscreen = !fullscreen;

            if (SDL_SetWindowFullscreen(
              win,
              fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0
            ) < 0) {
              SDL_Log("SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
              fullscreen = !fullscreen;
            }

            break;
          }

          break;
        case SDL_WINDOWEVENT:
          switch (ev.window.event) {
          case SDL_WINDOWEVENT_SIZE_CHANGED:
            // update viewport
            glViewport(0, 0, ev.window.data1, ev.window.data2);
            break;
          }

          break;
        }
      }
    }
  }

  // destroy window
  SDL_DestroyWindow(win);

  // return success
  return EXIT_SUCCESS;
}