fixed accidental formatting of simple.c

This commit is contained in:
liavt 2017-07-24 18:58:16 -05:00
parent 5476477ee4
commit bf8c53182e

View File

@ -32,14 +32,15 @@
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
static const struct { static const struct
float x, y; {
float r, g, b; float x, y;
float r, g, b;
} vertices[3] = } vertices[3] =
{ {
{ -0.6f, -0.4f, 1.f, 0.f, 0.f }, { -0.6f, -0.4f, 1.f, 0.f, 0.f },
{ 0.6f, -0.4f, 0.f, 1.f, 0.f }, { 0.6f, -0.4f, 0.f, 1.f, 0.f },
{ 0.f, 0.6f, 0.f, 0.f, 1.f } { 0.f, 0.6f, 0.f, 0.f, 1.f }
}; };
static const char* vertex_shader_text = static const char* vertex_shader_text =
@ -62,98 +63,103 @@ static const char* fragment_shader_text =
" gl_FragColor = vec4(color, 1.0);\n" " gl_FragColor = vec4(color, 1.0);\n"
"}\n"; "}\n";
static void error_callback(int error, const char* description) { static void error_callback(int error, const char* description)
fprintf(stderr, "Error: %s\n", description); {
fprintf(stderr, "Error: %s\n", description);
} }
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { 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); if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
} }
int main(void) { int main(void)
GLFWwindow* window; {
GLuint vertex_buffer, vertex_shader, fragment_shader, program; GLFWwindow* window;
GLint mvp_location, vpos_location, vcol_location; GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;
glfwSetErrorCallback(error_callback); glfwSetErrorCallback(error_callback);
if (!glfwInit()) if (!glfwInit())
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window) { if (!window)
glfwTerminate(); {
exit(EXIT_FAILURE); glfwTerminate();
} exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback); glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(1); glfwSwapInterval(1);
// NOTE: OpenGL error checks have been omitted for brevity // NOTE: OpenGL error checks have been omitted for brevity
glGenBuffers(1, &vertex_buffer); glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
vertex_shader = glCreateShader(GL_VERTEX_SHADER); vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader); glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader); glCompileShader(fragment_shader);
program = glCreateProgram(); program = glCreateProgram();
glAttachShader(program, vertex_shader); glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader); glAttachShader(program, fragment_shader);
glLinkProgram(program); glLinkProgram(program);
mvp_location = glGetUniformLocation(program, "MVP"); mvp_location = glGetUniformLocation(program, "MVP");
vpos_location = glGetAttribLocation(program, "vPos"); vpos_location = glGetAttribLocation(program, "vPos");
vcol_location = glGetAttribLocation(program, "vCol"); vcol_location = glGetAttribLocation(program, "vCol");
glEnableVertexAttribArray(vpos_location); glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*)0); sizeof(vertices[0]), (void*) 0);
glEnableVertexAttribArray(vcol_location); glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*)(sizeof(float) * 2)); sizeof(vertices[0]), (void*) (sizeof(float) * 2));
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window))
float ratio; {
int width, height; float ratio;
mat4x4 m, p, mvp; int width, height;
mat4x4 m, p, mvp;
glfwGetFramebufferSize(window, &width, &height); glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float)height; ratio = width / (float) height;
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
mat4x4_identity(m); mat4x4_identity(m);
mat4x4_rotate_Z(m, m, (float)glfwGetTime()); mat4x4_rotate_Z(m, m, (float) glfwGetTime());
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
mat4x4_mul(mvp, p, m); mat4x4_mul(mvp, p, m);
glUseProgram(program); glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*)mvp); glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
} }
glfwDestroyWindow(window); glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
exit(EXIT_SUCCESS); exit(EXIT_SUCCESS);
} }
//! [code] //! [code]