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https://github.com/glfw/glfw.git
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fixed accidental formatting of simple.c
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parent
5476477ee4
commit
bf8c53182e
@ -32,14 +32,15 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdio.h>
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static const struct {
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static const struct
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float x, y;
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{
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float r, g, b;
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float x, y;
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float r, g, b;
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} vertices[3] =
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} vertices[3] =
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{
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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, 1.f, 0.f, 0.f },
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{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
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{ 0.6f, -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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{ 0.f, 0.6f, 0.f, 0.f, 1.f }
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};
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};
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static const char* vertex_shader_text =
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static const char* vertex_shader_text =
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@ -62,98 +63,103 @@ static const char* fragment_shader_text =
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" gl_FragColor = vec4(color, 1.0);\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n";
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"}\n";
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static void error_callback(int error, const char* description) {
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static void error_callback(int error, const char* description)
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fprintf(stderr, "Error: %s\n", description);
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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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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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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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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}
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int main(void) {
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int main(void)
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GLFWwindow* window;
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{
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLFWwindow* window;
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GLint mvp_location, vpos_location, vcol_location;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location, vcol_location;
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glfwSetErrorCallback(error_callback);
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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if (!glfwInit())
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
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window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
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if (!window) {
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if (!window)
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glfwTerminate();
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{
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exit(EXIT_FAILURE);
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glfwTerminate();
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}
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exit(EXIT_FAILURE);
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}
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glfwSetKeyCallback(window, key_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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glfwSwapInterval(1);
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// NOTE: OpenGL error checks have been omitted for brevity
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// NOTE: OpenGL error checks have been omitted for brevity
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glGenBuffers(1, &vertex_buffer);
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, 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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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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vpos_location = glGetAttribLocation(program, "vPos");
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vcol_location = glGetAttribLocation(program, "vCol");
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vcol_location = glGetAttribLocation(program, "vCol");
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glEnableVertexAttribArray(vpos_location);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*)0);
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sizeof(vertices[0]), (void*) 0);
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glEnableVertexAttribArray(vcol_location);
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*)(sizeof(float) * 2));
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sizeof(vertices[0]), (void*) (sizeof(float) * 2));
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window))
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float ratio;
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{
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int width, height;
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float ratio;
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mat4x4 m, p, mvp;
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int width, height;
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mat4x4 m, p, mvp;
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetFramebufferSize(window, &width, &height);
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ratio = width / (float)height;
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4_identity(m);
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float)glfwGetTime());
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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_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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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*)mvp);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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glfwDestroyWindow(window);
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glfwDestroyWindow(window);
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glfwTerminate();
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glfwTerminate();
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exit(EXIT_SUCCESS);
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exit(EXIT_SUCCESS);
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}
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}
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//! [code]
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//! [code]
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