parent
150744ecca
commit
8e23579842
3 changed files with 1979 additions and 1 deletions
File diff suppressed because it is too large
Load Diff
@ -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); |
||||
} |
||||
|
Loading…
Reference in New Issue