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						| @ -0,0 +1,170 @@ | |||||||
|  | //========================================================================
 | ||||||
|  | // OpenGL ES 2.0 triangle example
 | ||||||
|  | // Copyright (c) Camilla Löwy <elmindreda@glfw.org>
 | ||||||
|  | //
 | ||||||
|  | // This software is provided 'as-is', without any express or implied
 | ||||||
|  | // warranty. In no event will the authors be held liable for any damages
 | ||||||
|  | // arising from the use of this software.
 | ||||||
|  | //
 | ||||||
|  | // Permission is granted to anyone to use this software for any purpose,
 | ||||||
|  | // including commercial applications, and to alter it and redistribute it
 | ||||||
|  | // freely, subject to the following restrictions:
 | ||||||
|  | //
 | ||||||
|  | // 1. The origin of this software must not be misrepresented; you must not
 | ||||||
|  | //    claim that you wrote the original software. If you use this software
 | ||||||
|  | //    in a product, an acknowledgment in the product documentation would
 | ||||||
|  | //    be appreciated but is not required.
 | ||||||
|  | //
 | ||||||
|  | // 2. Altered source versions must be plainly marked as such, and must not
 | ||||||
|  | //    be misrepresented as being the original software.
 | ||||||
|  | //
 | ||||||
|  | // 3. This notice may not be removed or altered from any source
 | ||||||
|  | //    distribution.
 | ||||||
|  | //
 | ||||||
|  | //========================================================================
 | ||||||
|  | 
 | ||||||
|  | #define GLAD_GLES2_IMPLEMENTATION | ||||||
|  | #include <glad/gles2.h> | ||||||
|  | #define GLFW_INCLUDE_NONE | ||||||
|  | #include <GLFW/glfw3.h> | ||||||
|  | 
 | ||||||
|  | #include "linmath.h" | ||||||
|  | 
 | ||||||
|  | #include <stdlib.h> | ||||||
|  | #include <stddef.h> | ||||||
|  | #include <stdio.h> | ||||||
|  | 
 | ||||||
|  | typedef struct Vertex | ||||||
|  | { | ||||||
|  |     vec2 pos; | ||||||
|  |     vec3 col; | ||||||
|  | } Vertex; | ||||||
|  | 
 | ||||||
|  | static const Vertex vertices[3] = | ||||||
|  | { | ||||||
|  |     { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } }, | ||||||
|  |     { {  0.6f, -0.4f }, { 0.f, 1.f, 0.f } }, | ||||||
|  |     { {   0.f,  0.6f }, { 0.f, 0.f, 1.f } } | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | static const char* vertex_shader_text = | ||||||
|  | "#version 100\n" | ||||||
|  | "precision mediump float;\n" | ||||||
|  | "uniform mat4 MVP;\n" | ||||||
|  | "attribute vec3 vCol;\n" | ||||||
|  | "attribute vec2 vPos;\n" | ||||||
|  | "varying vec3 color;\n" | ||||||
|  | "void main()\n" | ||||||
|  | "{\n" | ||||||
|  | "    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" | ||||||
|  | "    color = vCol;\n" | ||||||
|  | "}\n"; | ||||||
|  | 
 | ||||||
|  | static const char* fragment_shader_text = | ||||||
|  | "#version 100\n" | ||||||
|  | "precision mediump float;\n" | ||||||
|  | "varying vec3 color;\n" | ||||||
|  | "void main()\n" | ||||||
|  | "{\n" | ||||||
|  | "    gl_FragColor = vec4(color, 1.0);\n" | ||||||
|  | "}\n"; | ||||||
|  | 
 | ||||||
|  | static void error_callback(int error, const char* description) | ||||||
|  | { | ||||||
|  |     fprintf(stderr, "GLFW Error: %s\n", description); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) | ||||||
|  | { | ||||||
|  |     if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) | ||||||
|  |         glfwSetWindowShouldClose(window, GLFW_TRUE); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | int main(void) | ||||||
|  | { | ||||||
|  |     glfwSetErrorCallback(error_callback); | ||||||
|  | 
 | ||||||
|  |     if (!glfwInit()) | ||||||
|  |         exit(EXIT_FAILURE); | ||||||
|  | 
 | ||||||
|  |     glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); | ||||||
|  |     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | ||||||
|  |     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | ||||||
|  |     glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); | ||||||
|  | 
 | ||||||
|  |     GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle (EGL)", NULL, NULL); | ||||||
|  |     if (!window) | ||||||
|  |     { | ||||||
|  |         glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); | ||||||
|  |         window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle", NULL, NULL); | ||||||
|  |         if (!window) | ||||||
|  |         { | ||||||
|  |             glfwTerminate(); | ||||||
|  |             exit(EXIT_FAILURE); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     glfwSetKeyCallback(window, key_callback); | ||||||
|  | 
 | ||||||
|  |     glfwMakeContextCurrent(window); | ||||||
|  |     gladLoadGLES2(glfwGetProcAddress); | ||||||
|  |     glfwSwapInterval(1); | ||||||
|  | 
 | ||||||
|  |     GLuint vertex_buffer; | ||||||
|  |     glGenBuffers(1, &vertex_buffer); | ||||||
|  |     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | ||||||
|  |     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | ||||||
|  | 
 | ||||||
|  |     const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); | ||||||
|  |     glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); | ||||||
|  |     glCompileShader(vertex_shader); | ||||||
|  | 
 | ||||||
|  |     const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | ||||||
|  |     glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); | ||||||
|  |     glCompileShader(fragment_shader); | ||||||
|  | 
 | ||||||
|  |     const GLuint program = glCreateProgram(); | ||||||
|  |     glAttachShader(program, vertex_shader); | ||||||
|  |     glAttachShader(program, fragment_shader); | ||||||
|  |     glLinkProgram(program); | ||||||
|  | 
 | ||||||
|  |     const GLint mvp_location = glGetUniformLocation(program, "MVP"); | ||||||
|  |     const GLint vpos_location = glGetAttribLocation(program, "vPos"); | ||||||
|  |     const GLint vcol_location = glGetAttribLocation(program, "vCol"); | ||||||
|  | 
 | ||||||
|  |     glEnableVertexAttribArray(vpos_location); | ||||||
|  |     glEnableVertexAttribArray(vcol_location); | ||||||
|  |     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, | ||||||
|  |                           sizeof(Vertex), (void*) offsetof(Vertex, pos)); | ||||||
|  |     glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, | ||||||
|  |                           sizeof(Vertex), (void*) offsetof(Vertex, col)); | ||||||
|  | 
 | ||||||
|  |     while (!glfwWindowShouldClose(window)) | ||||||
|  |     { | ||||||
|  |         int width, height; | ||||||
|  |         glfwGetFramebufferSize(window, &width, &height); | ||||||
|  |         const float ratio = width / (float) height; | ||||||
|  | 
 | ||||||
|  |         glViewport(0, 0, width, height); | ||||||
|  |         glClear(GL_COLOR_BUFFER_BIT); | ||||||
|  | 
 | ||||||
|  |         mat4x4 m, p, mvp; | ||||||
|  |         mat4x4_identity(m); | ||||||
|  |         mat4x4_rotate_Z(m, m, (float) glfwGetTime()); | ||||||
|  |         mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); | ||||||
|  |         mat4x4_mul(mvp, p, m); | ||||||
|  | 
 | ||||||
|  |         glUseProgram(program); | ||||||
|  |         glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp); | ||||||
|  |         glDrawArrays(GL_TRIANGLES, 0, 3); | ||||||
|  | 
 | ||||||
|  |         glfwSwapBuffers(window); | ||||||
|  |         glfwPollEvents(); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     glfwDestroyWindow(window); | ||||||
|  | 
 | ||||||
|  |     glfwTerminate(); | ||||||
|  |     exit(EXIT_SUCCESS); | ||||||
|  | } | ||||||
|  | 
 | ||||||
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