Convert rendering using the SDL3 API to rendering using OpenGL ES 2.0

Currently we have the following code in the 'main.cpp' from this folder: sdl3-sample/src/

main.cpp
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>

struct AppContext {
    SDL_Window* window;
    SDL_Renderer* renderer;
    SDL_bool app_quit = SDL_FALSE;
};

int SDL_Fail(){
    SDL_LogError(SDL_LOG_CATEGORY_CUSTOM, "Error %s", SDL_GetError());
    return -1;
}

int SDL_AppInit(void** appstate, int argc, char* argv[]) {
    // init the library, here we make a window so we only need the Video capabilities.
    if (SDL_Init(SDL_INIT_VIDEO)){
        return SDL_Fail();
    }
    
    // create a window
    SDL_Window* window = SDL_CreateWindow("Window", 352, 430, SDL_WINDOW_RESIZABLE);
    if (!window){
        return SDL_Fail();
    }
    
    SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, 0);
    if (!renderer){
        return SDL_Fail();
    }
    
    // print some information about the window
    SDL_ShowWindow(window);
    {
        int width, height, bbwidth, bbheight;
        SDL_GetWindowSize(window, &width, &height);
        SDL_GetWindowSizeInPixels(window, &bbwidth, &bbheight);
        SDL_Log("Window size: %ix%i", width, height);
        SDL_Log("Backbuffer size: %ix%i", bbwidth, bbheight);
        if (width != bbwidth){
            SDL_Log("This is a highdpi environment.");
        }
    }

    // set up the application data
    *appstate = new AppContext{
       window,
       renderer,
    };
    
    SDL_Log("Application started successfully!");

    return 0;
}

int SDL_AppEvent(void *appstate, const SDL_Event* event) {
    auto* app = (AppContext*)appstate;
    
    if (event->type == SDL_EVENT_QUIT) {
        app->app_quit = SDL_TRUE;
    }

    return 0;
}

int SDL_AppIterate(void *appstate) {
    auto* app = (AppContext*)appstate;

    // draw a color
    auto time = SDL_GetTicks() / 1000.f;
    auto red = (std::sin(time) + 1) / 2.0 * 255;
    auto green = (std::sin(time / 2) + 1) / 2.0 * 255;
    auto blue = (std::sin(time) * 2 + 1) / 2.0 * 255;
    
    SDL_SetRenderDrawColor(app->renderer, red, green, blue, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(app->renderer);
    SDL_RenderPresent(app->renderer);

    return app->app_quit;
}

void SDL_AppQuit(void* appstate) {
    auto* app = (AppContext*)appstate;
    if (app) {
        SDL_DestroyRenderer(app->renderer);
        SDL_DestroyWindow(app->window);
        delete app;
    }

    SDL_Quit();
    SDL_Log("Application quit successfully!");
}

Let's change it by step by step to render with OpenGL ES 2.0. Include the "SDL_opengles2.h" header file:

Old code:

#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>
    

New code:

#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_opengles2.h>
#include <cmath>
    

Delete 'SDL_Renderer' and add 'SDL_GLContext' in the 'AppContext' structure:

Old code:

struct AppContext
{
    SDL_Window *window;
    SDL_Renderer* renderer;
    SDL_bool app_quit = SDL_FALSE;
};

New code:

struct AppContext
{
    SDL_Window *window;
    SDL_GLContext glcontext;
    SDL_bool app_quit = SDL_FALSE;
};

Add the 'SDL_WINDOW_OPENGL' flag to the 'SDL_CreateWindow' function inside of the 'SDL_AppInit' function:

Old code:

int SDL_AppInit(void **appstate, int argc, char *argv[])
{
    // init the library, here we make a window so we only need the Video capabilities.
    if (SDL_Init(SDL_INIT_VIDEO))
    {
        return SDL_Fail();
    }

    // create a window
    SDL_Window *window = SDL_CreateWindow("Window", 352, 430, SDL_WINDOW_RESIZABLE);

New code:

int SDL_AppInit(void **appstate, int argc, char *argv[])
{
    // init the library, here we make a window so we only need the Video capabilities.
    if (SDL_Init(SDL_INIT_VIDEO))
    {
        return SDL_Fail();
    }

    // create a window
    SDL_Window *window = SDL_CreateWindow("Window", 352, 430,
        SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);

Remove the "SDL_Renderer" creation and add the "SDL_GLContext" creation:

Old code:

    SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL, 0);
    if (!renderer)
    {
        return SDL_Fail();
    }

New code:

    SDL_GLContext glcontext = SDL_GL_CreateContext(window);
    if (!glcontext)
    {
        return SDL_Fail();
    }

Note. 'glcontext' is not a pointer.

Replace 'renderer' with 'glcontext' in 'AppContext':

Old code:

    // set up the application data
    *appstate = new AppContext {
        window,
        renderer,
    };

New code:

    // set up the application data
    *appstate = new AppContext {
        window,
        glcontext,
    };

Remove the "* 255" in the "SDL_AppIterate()" function where the colors are calculated:

Old code:

int SDL_AppIterate(void *appstate)
{
    auto *app = (AppContext *)appstate;

    // draw a color
    auto time = SDL_GetTicks() / 1000.f;
    auto red = (std::sin(time) + 1) / 2.0 * 255;
    auto green = (std::sin(time / 2) + 1) / 2.0 * 255;
    auto blue = (std::sin(time) * 2 + 1) / 2.0 * 255;

New code:

int SDL_AppIterate(void *appstate)
{
    auto *app = (AppContext *)appstate;

    // draw a color
    auto time = SDL_GetTicks() / 1000.f;
    auto red = (std::sin(time) + 1) / 2.0;
    auto green = (std::sin(time / 2) + 1) / 2.0;
    auto blue = (std::sin(time) * 2 + 1) / 2.0;

Replace SDL Renderer functions with OpenGL functions:

Old code:

    SDL_SetRenderDrawColor(app->renderer, red, green, blue, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(app->renderer);
    SDL_RenderPresent(app->renderer);

New code:

    glClearColor(red, green, blue, 1.f);
    glClear(GL_COLOR_BUFFER_BIT);
    // Draw your stuff here
    SDL_GL_SwapWindow(app->window);

Replace 'SDL_DestroyRenderer' with 'SDL_GL_DeleteContext' in 'SDL_AppQuit':

Old code:

void SDL_AppQuit(void *appstate)
{
    auto *app = (AppContext *)appstate;
    if (app)
    {
        SDL_DestroyRenderer(app->renderer);
        SDL_DestroyWindow(app->window);
        delete app;
    }

    SDL_Quit();
    SDL_Log("Application quit successfully!");
}

New code:

void SDL_AppQuit(void *appstate)
{
    auto *app = (AppContext *)appstate;
    if (app)
    {
        SDL_GL_DeleteContext(app->glcontext);
        SDL_DestroyWindow(app->window);
        delete app;
    }

    SDL_Quit();
    SDL_Log("Application quit successfully!");
}

Follow the next tutorials to run the example above on Android and WebAssembly:

Android:

WebAssembly: