Drawing 3D Textured Rotating Cube with SDL3_image, GLM, GLAD, and OpenGL 3.3 Отрисовка 3D-куба с текстурой и вращением с использованием SDL3_image, GLM, GLAD и OpenGL 3.3

A step-by-step guide to loading a texture using SDL3_image 3.4.6 and rendering a 3D rotating cube with delta time animation, perspective projection in GLM, depth testing, and OpenGL 3.3 Core on Windows and Ubuntu. Пошаговое руководство по загрузке текстуры через SDL3_image 3.4.6 и отрисовке вращающегося 3D-куба с анимацией по дельта-тайму, перспективной проекции GLM, тесту глубины и OpenGL 3.3 Core под Windows и Ubuntu.

Step 1: Create Project Directory Structure Шаг 1: Создание структуры директории проекта

Create the project workspace and asset subfolder first: Сначала создайте рабочую папку проекта и подпапку для ассетов:

Windows (Command Prompt / PowerShell)

mkdir C:\projects\draw-texture-cube-sdl3-glm-glad-opengl-desktop
mkdir C:\projects\draw-texture-cube-sdl3-glm-glad-opengl-desktop\assets\textures
cd C:\projects\draw-texture-cube-sdl3-glm-glad-opengl-desktop

Ubuntu / WSL (Terminal)

mkdir -p ~/projects/draw-texture-cube-sdl3-glm-glad-opengl-desktop/assets/textures
cd ~/projects/draw-texture-cube-sdl3-glm-glad-opengl-desktop

Step 2: Download & Place Texture Asset Шаг 2: Скачивание и размещение текстурного ассета

Download the wooden crate texture set from OpenGameArt: Скачайте набор текстур деревянного ящика с сайта OpenGameArt:

OpenGameArt - Crate #5 (crate.7z) OpenGameArt - Crate #5 (crate.7z)

Extract crate.7z and place the texture file clear_01.png into the project's texture subfolder. Распакуйте архив crate.7z и поместите файл текстуры clear_01.png в подпапку текстур проекта.

Windows Path

C:\projects\draw-texture-cube-sdl3-glm-glad-opengl-desktop\assets\textures\clear_01.png

Ubuntu / WSL Command (Copying from Windows to WSL)

If you downloaded and placed clear_01.png inside your Windows project directory, copy it directly to your WSL Linux directory using the Windows mount path (/mnt/c/): Если вы скачали и поместили clear_01.png в Windows-папку проекта, скопируйте его напрямую в Linux-папку WSL через монтированный путь Windows (/mnt/c/):

cp /mnt/c/projects/draw-texture-cube-sdl3-glm-glad-opengl-desktop/assets/textures/clear_01.png \
   ~/projects/draw-texture-cube-sdl3-glm-glad-opengl-desktop/assets/textures/

Step 3: Create Source Files (main.cpp & CMakeLists.txt) Шаг 3: Создание исходных файлов (main.cpp и CMakeLists.txt)

Create these files using your preferred editor: Создайте эти файлы в любом удобном редакторе:

Windows (Terminal / Notepad)

notepad main.cpp
notepad CMakeLists.txt

Ubuntu (Terminal / Nano)

nano main.cpp
nano CMakeLists.txt
Quick Nano Commands (Ubuntu):Быстрые команды Nano (Ubuntu): Paste code with Right Mouse Button (RMB) → Press Ctrl + O and Enter to save → Press Ctrl + X to exit. Вставьте код правой кнопкой мыши (ПКМ) → Нажмите Ctrl + O и Enter для сохранения → Нажмите Ctrl + X для выхода.

1A. File Contents for main.cpp (Classic Loop) 1A. Содержимое файла main.cpp (Классический цикл)

#include <glad/glad.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

// Vertex Shader: Applies 3D MVP matrix and passes UV coordinates
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;
uniform mat4 uMVP;

void main() {
    gl_Position = uMVP * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}
)";

// Fragment Shader: Samples RGBA texture
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;

in vec2 TexCoord;
uniform sampler2D ourTexture;

void main() {
    FragColor = texture(ourTexture, TexCoord);
}
)";

GLuint createShaderProgram(const char* vertexSrc, const char* fragmentSrc) {
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
    glCompileShader(vertexShader);

    GLint success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success) {
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
        SDL_Log("Vertex Shader Compilation Failed: %s", infoLog);
    }

    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
    glCompileShader(fragmentShader);

    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success) {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
        SDL_Log("Fragment Shader Compilation Failed: %s", infoLog);
    }

    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        SDL_Log("Shader Program Link Failed: %s", infoLog);
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}

GLuint createTexture(const char* path, int* outW, int* outH) {
    SDL_IOStream* io = SDL_IOFromFile(path, "rb");
    if (!io) {
        SDL_Log("Failed to open file stream for %s: %s", path, SDL_GetError());
        return 0;
    }

    SDL_Surface* surface = IMG_Load_IO(io, true);
    if (!surface) {
        SDL_Log("Image loading failed: %s", SDL_GetError());
        return 0;
    }

    SDL_Surface* optimizedSurface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888);
    SDL_DestroySurface(surface);

    if (!optimizedSurface) {
        SDL_Log("Surface conversion failed: %s", SDL_GetError());
        return 0;
    }

    if (outW) *outW = optimizedSurface->w;
    if (outH) *outH = optimizedSurface->h;

    GLuint textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, optimizedSurface->w, optimizedSurface->h,
                 0, GL_RGBA, GL_UNSIGNED_BYTE, optimizedSurface->pixels);
    glGenerateMipmap(GL_TEXTURE_2D);

    SDL_DestroySurface(optimizedSurface);

    return textureID;
}

int main(int argc, char* argv[]) {
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("SDL Initialization failed: %s", SDL_GetError());
        return -1;
    }

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

    SDL_Window* window = SDL_CreateWindow("SDL3 GLM GLAD 3D Textured Cube (Classic)", 800, 450, SDL_WINDOW_OPENGL);
    if (!window) {
        SDL_Log("Window creation failed: %s", SDL_GetError());
        SDL_Quit();
        return -1;
    }

    SDL_GLContext glContext = SDL_GL_CreateContext(window);
    if (!glContext) {
        SDL_Log("OpenGL context creation failed: %s", SDL_GetError());
        SDL_DestroyWindow(window);
        SDL_Quit();
        return -1;
    }

    SDL_GL_MakeCurrent(window, glContext);
    SDL_GL_SetSwapInterval(1);

    if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
        SDL_Log("Failed to initialize GLAD");
        SDL_GL_DestroyContext(glContext);
        SDL_DestroyWindow(window);
        SDL_Quit();
        return -1;
    }

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    GLuint shaderProgram = createShaderProgram(vertexShaderSource, fragmentShaderSource);

    // 3D Cube Vertices: Position (x, y, z) and UV (u, v) for 6 faces (36 vertices)
    float vertices[] = {
        // Positions          // UVs
        // Front face
        -0.5f, -0.5f,  0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 1.0f,

        // Back face
        -0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  1.0f, 1.0f,

        // Left face
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        // Right face
         0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  0.0f, 0.0f,

        // Top face
        -0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 0.0f,

        // Bottom face
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f
    };

    GLuint VAO, VBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

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

    GLsizei stride = 5 * sizeof(float);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glBindVertexArray(0);

    int texW = 0, texH = 0;
    GLuint textureID = createTexture("assets/textures/clear_01.png", &texW, &texH);
    if (textureID == 0) {
        SDL_Log("Failed to load texture.");
        glDeleteVertexArrays(1, &VAO);
        glDeleteBuffers(1, &VBO);
        glDeleteProgram(shaderProgram);
        SDL_GL_DestroyContext(glContext);
        SDL_DestroyWindow(window);
        SDL_Quit();
        return -1;
    }

    GLint mvpLoc = glGetUniformLocation(shaderProgram, "uMVP");
    GLint texLoc = glGetUniformLocation(shaderProgram, "ourTexture");

    float rotationAngle = 0.0f;
    Uint64 lastTicks = SDL_GetTicksNS();

    bool running = true;
    while (running) {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_EVENT_QUIT) {
                running = false;
            }
        }

        // Calculate Delta Time in seconds
        Uint64 currentTicks = SDL_GetTicksNS();
        float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1e9f;
        lastTicks = currentTicks;

        rotationAngle += 60.0f * deltaTime;
        if (rotationAngle >= 360.0f) {
            rotationAngle -= 360.0f;
        }

        int winW = 800, winH = 450;
        SDL_GetWindowSizeInPixels(window, &winW, &winH);
        glViewport(0, 0, winW, winH);

        // 3D Perspective Projection Matrix
        float aspect = (float)winW / (float)(winH == 0 ? 1 : winH);
        glm::mat4 proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
        glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 1.5f, 3.5f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

        glm::mat4 model = glm::mat4(1.0f);
        model = glm::rotate(model, glm::radians(rotationAngle), glm::vec3(0.5f, 1.0f, 0.0f));

        glm::mat4 mvp = proj * view * model;

        glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glUseProgram(shaderProgram);
        glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, textureID);
        glUniform1i(texLoc, 0);

        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        SDL_GL_SwapWindow(window);
    }

    glDeleteTextures(1, &textureID);
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);

    SDL_GL_DestroyContext(glContext);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}

1B. File Contents for main.cpp (SDL3 Callbacks API) 1B. Содержимое файла main.cpp (SDL3 Callbacks API)

#define SDL_MAIN_USE_CALLBACKS 1
#include <glad/glad.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;
uniform mat4 uMVP;

void main() {
    gl_Position = uMVP * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}
)";

const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;

in vec2 TexCoord;
uniform sampler2D ourTexture;

void main() {
    FragColor = texture(ourTexture, TexCoord);
}
)";

GLuint createShaderProgram(const char* vertexSrc, const char* fragmentSrc) {
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
    glCompileShader(vertexShader);

    GLint success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success) {
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
        SDL_Log("Vertex Shader Compilation Failed: %s", infoLog);
    }

    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
    glCompileShader(fragmentShader);

    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success) {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
        SDL_Log("Fragment Shader Compilation Failed: %s", infoLog);
    }

    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        SDL_Log("Shader Program Link Failed: %s", infoLog);
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}

GLuint createTexture(const char* path, int* outW, int* outH) {
    SDL_IOStream* io = SDL_IOFromFile(path, "rb");
    if (!io) {
        SDL_Log("Failed to open file stream for %s: %s", path, SDL_GetError());
        return 0;
    }

    SDL_Surface* surface = IMG_Load_IO(io, true);
    if (!surface) {
        SDL_Log("Image loading failed: %s", SDL_GetError());
        return 0;
    }

    SDL_Surface* optimizedSurface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888);
    SDL_DestroySurface(surface);

    if (!optimizedSurface) {
        SDL_Log("Surface conversion failed: %s", SDL_GetError());
        return 0;
    }

    if (outW) *outW = optimizedSurface->w;
    if (outH) *outH = optimizedSurface->h;

    GLuint textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, optimizedSurface->w, optimizedSurface->h,
                 0, GL_RGBA, GL_UNSIGNED_BYTE, optimizedSurface->pixels);
    glGenerateMipmap(GL_TEXTURE_2D);

    SDL_DestroySurface(optimizedSurface);

    return textureID;
}

struct AppState {
    SDL_Window* window = nullptr;
    SDL_GLContext glContext = nullptr;
    GLuint shaderProgram = 0;
    GLuint VAO = 0;
    GLuint VBO = 0;
    GLuint textureID = 0;
    int texW = 0;
    int texH = 0;
    GLint mvpLoc = -1;
    GLint texLoc = -1;
    float rotationAngle = 0.0f;
    Uint64 lastTicks = 0;
};

SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("SDL Initialization failed: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "60");

    // Note: Requesting window-level MSAA attributes directly from the window manager
    // causes "Couldn't find matching GLX visual" on Ubuntu WSL2.
    // To enable Anti-Aliasing on WSL2, see the next tutorial on Offscreen MSAA FBOs.
    // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
    // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

    AppState* state = new AppState();
    *appstate = state;

    state->window = SDL_CreateWindow("SDL3 GLM GLAD 3D Textured Cube (Callbacks)", 800, 450, SDL_WINDOW_OPENGL);
    if (!state->window) {
        SDL_Log("Window creation failed: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    state->glContext = SDL_GL_CreateContext(state->window);
    if (!state->glContext) {
        SDL_Log("OpenGL context creation failed: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    SDL_GL_MakeCurrent(state->window, state->glContext);
    SDL_GL_SetSwapInterval(1);

    if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
        SDL_Log("Failed to initialize GLAD");
        return SDL_APP_FAILURE;
    }

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    state->shaderProgram = createShaderProgram(vertexShaderSource, fragmentShaderSource);

    float vertices[] = {
        // Front face
        -0.5f, -0.5f,  0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 1.0f,

        // Back face
        -0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  1.0f, 1.0f,

        // Left face
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        // Right face
         0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  0.0f, 0.0f,

        // Top face
        -0.5f,  0.5f, -0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 0.0f,

        // Bottom face
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f
    };

    glGenVertexArrays(1, &state->VAO);
    glGenBuffers(1, &state->VBO);

    glBindVertexArray(state->VAO);
    glBindBuffer(GL_ARRAY_BUFFER, state->VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    GLsizei stride = 5 * sizeof(float);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glBindVertexArray(0);

    state->textureID = createTexture("assets/textures/clear_01.png", &state->texW, &state->texH);
    if (state->textureID == 0) {
        return SDL_APP_FAILURE;
    }

    state->mvpLoc = glGetUniformLocation(state->shaderProgram, "uMVP");
    state->texLoc = glGetUniformLocation(state->shaderProgram, "ourTexture");
    state->lastTicks = SDL_GetTicksNS();

    return SDL_APP_CONTINUE;
}

SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
    if (event->type == SDL_EVENT_QUIT) {
        return SDL_APP_SUCCESS;
    }
    return SDL_APP_CONTINUE;
}

SDL_AppResult SDL_AppIterate(void* appstate) {
    auto* state = static_cast<AppState*>(appstate);

    Uint64 currentTicks = SDL_GetTicksNS();
    float deltaTime = static_cast<float>(currentTicks - state->lastTicks) / 1e9f;
    state->lastTicks = currentTicks;

    state->rotationAngle += 60.0f * deltaTime;
    if (state->rotationAngle >= 360.0f) {
        state->rotationAngle -= 360.0f;
    }

    int winW = 800, winH = 450;
    SDL_GetWindowSizeInPixels(state->window, &winW, &winH);
    glViewport(0, 0, winW, winH);

    float aspect = (float)winW / (float)(winH == 0 ? 1 : winH);
    glm::mat4 proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
    glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 1.5f, 3.5f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

    glm::mat4 model = glm::mat4(1.0f);
    model = glm::rotate(model, glm::radians(state->rotationAngle), glm::vec3(0.5f, 1.0f, 0.0f));

    glm::mat4 mvp = proj * view * model;

    glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glUseProgram(state->shaderProgram);
    glUniformMatrix4fv(state->mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, state->textureID);
    glUniform1i(state->texLoc, 0);

    glBindVertexArray(state->VAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);

    SDL_GL_SwapWindow(state->window);

    return SDL_APP_CONTINUE;
}

void SDL_AppQuit(void* appstate, SDL_AppResult result) {
    if (appstate) {
        auto* state = static_cast<AppState*>(appstate);

        if (state->textureID) glDeleteTextures(1, &state->textureID);
        if (state->VAO) glDeleteVertexArrays(1, &state->VAO);
        if (state->VBO) glDeleteBuffers(1, &state->VBO);
        if (state->shaderProgram) glDeleteProgram(state->shaderProgram);

        if (state->glContext) {
            SDL_GL_DestroyContext(state->glContext);
        }
        if (state->window) {
            SDL_DestroyWindow(state->window);
        }
        delete state;
    }
    SDL_Quit();
}

2. File Contents for CMakeLists.txt 2. Содержимое файла CMakeLists.txt

cmake_minimum_required(VERSION 3.21)

if(NOT CMAKE_BUILD_TYPE)
    set(CMAKE_BUILD_TYPE "Debug")
endif()

project(draw-texture-cube-sdl3-glm-glad-opengl-desktop CXX C)

set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)

# -----------------------------------------------------------------------------
# Locate System OpenGL Package
# -----------------------------------------------------------------------------
find_package(OpenGL REQUIRED)

# -----------------------------------------------------------------------------
# Locate SDL3 and SDL3_image Packages
# -----------------------------------------------------------------------------
if(WIN32)
    set(SDL3_DIR "C:/libs/sdl3-3.4.16-mingw/lib/cmake/SDL3")
    set(SDL3_image_DIR "C:/libs/sdl3_image-3.4.6-mingw/lib/cmake/SDL3_image")
else()
    set(SDL3_DIR "$ENV{HOME}/libs/sdl3-3.4.16-ubuntu/lib/cmake/SDL3")
    set(SDL3_image_DIR "$ENV{HOME}/libs/sdl3_image-3.4.6-ubuntu/lib/cmake/SDL3_image")
endif()

find_package(SDL3 REQUIRED CONFIG)
find_package(SDL3_image REQUIRED CONFIG)

# -----------------------------------------------------------------------------
# Set Include Path for Header-Only GLM Library
# -----------------------------------------------------------------------------
if(WIN32)
    set(GLM_INCLUDE_DIR "C:/libs/glm-1.0.3/glm")
else()
    set(GLM_INCLUDE_DIR "$ENV{HOME}/libs/glm-1.0.3")
endif()

# -----------------------------------------------------------------------------
# Set Path and Source for GLAD Loader
# -----------------------------------------------------------------------------
if(WIN32)
    set(GLAD_DIR "C:/libs/glad-0.1.36/opengl-3.3")
else()
    set(GLAD_DIR "$ENV{HOME}/libs/glad-0.1.36/opengl-3.3")
endif()

set(GLAD_INCLUDE_DIR "${GLAD_DIR}/include")
set(GLAD_SOURCE "${GLAD_DIR}/src/glad.c")

# -----------------------------------------------------------------------------
# Target Definition
# -----------------------------------------------------------------------------
set(PROJECT_SOURCES
    main.cpp
    ${GLAD_SOURCE}
)

add_executable(app ${PROJECT_SOURCES})

target_include_directories(app PRIVATE 
    ${GLM_INCLUDE_DIR}
    ${GLAD_INCLUDE_DIR}
)

target_link_libraries(app PRIVATE 
    SDL3::SDL3-static 
    SDL3_image::SDL3_image-static 
    OpenGL::GL
)

# -----------------------------------------------------------------------------
# Copy Assets Directory to Build Output
# -----------------------------------------------------------------------------
add_custom_command(
    TARGET app POST_BUILD
    COMMAND ${CMAKE_COMMAND} -E copy_directory
            "${CMAKE_CURRENT_SOURCE_DIR}/assets"
            "$<TARGET_FILE_DIR:app>/assets"
)

# -----------------------------------------------------------------------------
# Platform-Specific Compiler & Linker Flags
# -----------------------------------------------------------------------------
if(WIN32)
    target_compile_options(app PRIVATE -Os)
    target_link_options(app PRIVATE -static -s -static-libgcc)

    if(CMAKE_BUILD_TYPE STREQUAL "Debug")
        target_link_options(app PRIVATE -mconsole)
    else()
        target_link_options(app PRIVATE -mwindows)
    endif()
endif()

Step 4: Create Build & Execution Scripts Шаг 4: Создание скриптов сборки и запуска

Windows (MinGW / Batch Scripts)

config-exe.bat

cmake -G Ninja -S . -B dist/win

build-exe.bat

cmake --build dist/win

run-exe.bat

@echo off
.\dist\win\app.exe

Run the scripts sequentially in Command Prompt or PowerShell: Последовательно запустите скрипты в командной строке или PowerShell:

config-exe.bat
build-exe.bat
run-exe.bat

Ubuntu (Bash Scripts)

config-bin.sh

#!/usr/bin/env bash
set -e
cmake -G Ninja -S . -B dist/linux

build-bin.sh

#!/usr/bin/env bash
set -e
cmake --build dist/linux

run-bin.sh

#!/usr/bin/env bash
set -e
./dist/linux/app

Grant execute permissions on Ubuntu before running: Предоставьте права на выполнение в Ubuntu перед запуском:

chmod +x config-bin.sh build-bin.sh run-bin.sh
./config-bin.sh
./build-bin.sh
./run-bin.sh

Step 5: Expected Output Шаг 5: Ожидаемый результат

Upon running the application, a window will open displaying a smoothly rotating 3D wooden crate cube with depth testing enabled, perspective projection, and frame-rate independent rotation using delta time. После запуска приложения откроется окно с плавно вращающимся 3D-деревянным ящиком с включенным тестом глубины, перспективной проекцией и вращением, независимым от частоты кадров благодаря дельта-тайму.

SDL3 GLM GLAD 3D Textured Cube (Classic)

or (if using the Callbacks API version): или (если используется версия с Callbacks API):

SDL3 GLM GLAD 3D Textured Cube (Callbacks)

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