changed tabs to spaces, docs mention thread safety

This commit is contained in:
liavt 2017-07-24 18:54:19 -05:00
parent 030bec01cc
commit 5476477ee4
2 changed files with 86 additions and 90 deletions

View File

@ -32,15 +32,14 @@
#include <stdlib.h>
#include <stdio.h>
static const struct
{
float x, y;
float r, g, b;
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 }
{ -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 =
@ -63,103 +62,98 @@ static const char* fragment_shader_text =
" 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 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);
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;
int main(void) {
GLFWwindow* window;
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;
glfwSetErrorCallback(error_callback);
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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);
}
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(1);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
glfwSwapInterval(1);
// NOTE: OpenGL error checks have been omitted for brevity
// 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);
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);
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);
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);
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");
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(vertices[0]), (void*) 0);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*) (sizeof(float) * 2));
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*)0);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*)(sizeof(float) * 2));
while (!glfwWindowShouldClose(window))
{
float ratio;
int width, height;
mat4x4 m, p, mvp;
while (!glfwWindowShouldClose(window)) {
float ratio;
int width, height;
mat4x4 m, p, mvp;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float)height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
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);
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);
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*)mvp);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
glfwTerminate();
exit(EXIT_SUCCESS);
}
//! [code]
//! [code]

View File

@ -1554,7 +1554,7 @@ typedef struct GLFWgamepadstate
* Additional calls to this function after successful initialization but before
* termination will return `GLFW_TRUE` immediately.
*
* To check whether GLFW has been initializd, call @ref glfwIsInit.
* To check whether GLFW has been initialized, call @ref glfwIsInit.
*
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
* [error](@ref error_handling) occurred.
@ -1570,7 +1570,7 @@ typedef struct GLFWgamepadstate
*
* @sa @ref intro_init
* @sa @ref glfwTerminate
* @sa @ref glfwIsInit
* @sa @ref glfwIsInit
*
* @since Added in version 1.0.
*
@ -1582,17 +1582,19 @@ GLFWAPI int glfwInit(void);
/*! @brief Checks if GLFW has been initialized
*
* This function checks the state of GLFW and returns whether it is initalized.
* Before most GLFW functions, GLFW must be initialized via @ref glfwInit. @ref glfwTerminate
* Before most GLFW functions, GLFW must be initialized via @ref glfwInit. @ref glfwTerminate
* frees any remaining resources by GLFW and should be called at the end of the application.
*
* @return `GLFW_TRUE` if initialized, `GLFW_FALSE` otherwise
* @return `GLFW_TRUE` if initialized, `GLFW_FALSE` otherwise
*
* @sa @ref intro_init
* @sa @ref glfwInit
* @sa @ref glfwTerminate
* @since Added in version 3.2.1
* @sa @ref intro_init
* @sa @ref glfwInit
* @sa @ref glfwTerminate
* @since Added in version 3.2.1
*
* @ingroup init
* @thread_safety This function must only be called from the main thread.
*
* @ingroup init
*/
GLFWAPI int glfwIsInit(void);
@ -1621,7 +1623,7 @@ GLFWAPI int glfwIsInit(void);
*
* @sa @ref intro_init
* @sa @ref glfwInit
* @sa @ref glfwIsInit
* @sa @ref glfwIsInit
*
* @since Added in version 1.0.
*