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171 lines
5.0 KiB
171 lines
5.0 KiB
//======================================================================== |
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// OpenGL triangle example |
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org> |
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// |
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// This software is provided 'as-is', without any express or implied |
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// warranty. In no event will the authors be held liable for any damages |
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// arising from the use of this software. |
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// |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it |
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// freely, subject to the following restrictions: |
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// |
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// 1. The origin of this software must not be misrepresented; you must not |
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// claim that you wrote the original software. If you use this software |
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// in a product, an acknowledgment in the product documentation would |
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// be appreciated but is not required. |
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// |
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// 2. Altered source versions must be plainly marked as such, and must not |
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// be misrepresented as being the original software. |
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// |
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// 3. This notice may not be removed or altered from any source |
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// distribution. |
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// |
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//======================================================================== |
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//! [code] |
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#define GLAD_GL_IMPLEMENTATION |
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#include <glad/gl.h> |
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#define GLFW_INCLUDE_NONE |
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#include <GLFW/glfw3.h> |
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#include "linmath.h" |
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#include <stdlib.h> |
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#include <stddef.h> |
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#include <stdio.h> |
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typedef struct Vertex |
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{ |
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vec2 pos; |
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vec3 col; |
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} Vertex; |
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static const Vertex vertices[3] = |
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{ |
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{ { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } }, |
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{ { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } }, |
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{ { 0.f, 0.6f }, { 0.f, 0.f, 1.f } } |
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}; |
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static const char* vertex_shader_text = |
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"#version 330\n" |
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"uniform mat4 MVP;\n" |
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"in vec3 vCol;\n" |
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"in vec2 vPos;\n" |
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"out vec3 color;\n" |
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"void main()\n" |
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"{\n" |
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" |
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" color = vCol;\n" |
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"}\n"; |
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static const char* fragment_shader_text = |
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"#version 330\n" |
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"in vec3 color;\n" |
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"out vec4 fragment;\n" |
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"void main()\n" |
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"{\n" |
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" fragment = vec4(color, 1.0);\n" |
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"}\n"; |
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static void error_callback(int error, const char* description) |
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{ |
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fprintf(stderr, "Error: %s\n", description); |
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} |
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) |
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{ |
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) |
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glfwSetWindowShouldClose(window, GLFW_TRUE); |
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} |
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int main(void) |
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{ |
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glfwSetErrorCallback(error_callback); |
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if (!glfwInit()) |
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exit(EXIT_FAILURE); |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); |
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
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GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL); |
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if (!window) |
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{ |
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glfwTerminate(); |
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exit(EXIT_FAILURE); |
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} |
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glfwSetKeyCallback(window, key_callback); |
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glfwMakeContextCurrent(window); |
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gladLoadGL(glfwGetProcAddress); |
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glfwSwapInterval(1); |
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// NOTE: OpenGL error checks have been omitted for brevity |
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GLuint vertex_buffer; |
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glGenBuffers(1, &vertex_buffer); |
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
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const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); |
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glCompileShader(vertex_shader); |
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const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); |
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glCompileShader(fragment_shader); |
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const GLuint program = glCreateProgram(); |
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glAttachShader(program, vertex_shader); |
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glAttachShader(program, fragment_shader); |
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glLinkProgram(program); |
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const GLint mvp_location = glGetUniformLocation(program, "MVP"); |
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const GLint vpos_location = glGetAttribLocation(program, "vPos"); |
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const GLint vcol_location = glGetAttribLocation(program, "vCol"); |
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GLuint vertex_array; |
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glGenVertexArrays(1, &vertex_array); |
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glBindVertexArray(vertex_array); |
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glEnableVertexAttribArray(vpos_location); |
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, |
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sizeof(Vertex), (void*) offsetof(Vertex, pos)); |
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glEnableVertexAttribArray(vcol_location); |
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, |
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sizeof(Vertex), (void*) offsetof(Vertex, col)); |
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while (!glfwWindowShouldClose(window)) |
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{ |
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int width, height; |
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glfwGetFramebufferSize(window, &width, &height); |
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const float ratio = width / (float) height; |
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glViewport(0, 0, width, height); |
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glClear(GL_COLOR_BUFFER_BIT); |
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mat4x4 m, p, mvp; |
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mat4x4_identity(m); |
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mat4x4_rotate_Z(m, m, (float) glfwGetTime()); |
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); |
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mat4x4_mul(mvp, p, m); |
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glUseProgram(program); |
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp); |
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glBindVertexArray(vertex_array); |
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glDrawArrays(GL_TRIANGLES, 0, 3); |
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glfwSwapBuffers(window); |
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glfwPollEvents(); |
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} |
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glfwDestroyWindow(window); |
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glfwTerminate(); |
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exit(EXIT_SUCCESS); |
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} |
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//! [code]
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