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							163 lines
						
					
					
						
							4.7 KiB
						
					
					
				| //======================================================================== | |
| // Simple GLFW example | |
| // Copyright (c) Camilla Berglund <elmindreda@elmindreda.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. | |
| // | |
| //======================================================================== | |
| //! [code] | |
|  | |
| #include <glad/glad.h> | |
| #include <GLFW/glfw3.h> | |
|  | |
| #include "linmath.h" | |
|  | |
| #include <stdlib.h> | |
| #include <stdio.h> | |
|  | |
| static const struct | |
| { | |
|     float x, y; | |
|     float r, g, b; | |
| } 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 = | |
| "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 = | |
| "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, "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) | |
| { | |
|     GLFWwindow* window; | |
|     GLuint vertex_buffer, vertex_shader, fragment_shader, program; | |
|     GLint mvp_location, vpos_location, vcol_location; | |
| 
 | |
|     glfwSetErrorCallback(error_callback); | |
| 
 | |
|     if (!glfwInit()) | |
|         exit(EXIT_FAILURE); | |
| 
 | |
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | |
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | |
| 
 | |
|     window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); | |
|     if (!window) | |
|     { | |
|         glfwTerminate(); | |
|         exit(EXIT_FAILURE); | |
|     } | |
| 
 | |
|     glfwSetKeyCallback(window, key_callback); | |
| 
 | |
|     glfwMakeContextCurrent(window); | |
|     gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); | |
|     glfwSwapInterval(1); | |
| 
 | |
|     // NOTE: OpenGL error checks have been omitted for brevity | |
|  | |
|     glGenBuffers(1, &vertex_buffer); | |
|     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
|     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
| 
 | |
|     vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
|     glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); | |
|     glCompileShader(vertex_shader); | |
| 
 | |
|     fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
|     glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); | |
|     glCompileShader(fragment_shader); | |
| 
 | |
|     program = glCreateProgram(); | |
|     glAttachShader(program, vertex_shader); | |
|     glAttachShader(program, fragment_shader); | |
|     glLinkProgram(program); | |
| 
 | |
|     mvp_location = glGetUniformLocation(program, "MVP"); | |
|     vpos_location = glGetAttribLocation(program, "vPos"); | |
|     vcol_location = glGetAttribLocation(program, "vCol"); | |
| 
 | |
|     glEnableVertexAttribArray(vpos_location); | |
|     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, | |
|                           sizeof(float) * 5, (void*) 0); | |
|     glEnableVertexAttribArray(vcol_location); | |
|     glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, | |
|                           sizeof(float) * 5, (void*) (sizeof(float) * 2)); | |
| 
 | |
|     while (!glfwWindowShouldClose(window)) | |
|     { | |
|         float ratio; | |
|         int width, height; | |
|         mat4x4 m, p, mvp; | |
| 
 | |
|         glfwGetFramebufferSize(window, &width, &height); | |
|         ratio = width / (float) height; | |
| 
 | |
|         glViewport(0, 0, width, height); | |
|         glClear(GL_COLOR_BUFFER_BIT); | |
| 
 | |
|         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); | |
| } | |
| 
 | |
| //! [code]
 | |
| 
 |