glfw/examples/triangle-opengl.c
Florian Albrechtskirchinger d010d61f87
[DELETE ME] dev/test code
2022-06-17 13:40:56 +02:00

257 lines
7.3 KiB
C

//========================================================================
// OpenGL triangle example
// Copyright (c) Camilla Löwy <elmindreda@glfw.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]
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "linmath.h"
#include <stdlib.h>
#include <stddef.h>
#include <stdio.h>
typedef struct Vertex
{
vec2 pos;
vec3 col;
} Vertex;
static const Vertex 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 =
"#version 330\n"
"uniform mat4 MVP;\n"
"in vec3 vCol;\n"
"in vec2 vPos;\n"
"out 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 =
"#version 330\n"
"in vec3 color;\n"
"out vec4 fragment;\n"
"void main()\n"
"{\n"
" fragment = 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);
}
void drag_callback(GLFWwindow* window, int event, double xpos, double ypos, int availableFormats, int *format, int availableActions, int *action)
{
int width, height;
glfwGetWindowSize(window, &width, &height);
switch(event)
{
case GLFW_DND_ENTER:
{
printf("ENTER (%d, %d)\n", (int)xpos, (int)ypos);
break;
}
case GLFW_DND_DRAG:
{
printf("DRAG (%d, %d)\n", (int)xpos, (int)ypos);
if ((int) xpos < (width / 2))
{
if ((availableFormats & GLFW_DND_PATHS) == GLFW_DND_PATHS)
{
printf("accepting paths\n");
*format = GLFW_DND_PATHS;
}
else
{
printf("reject\n");
*action = GLFW_DND_NONE;
}
}
else {
if ((availableFormats & GLFW_DND_TEXT) == GLFW_DND_TEXT)
{
printf("accepting text\n");
*format = GLFW_DND_TEXT;
}
else
{
printf("reject\n");
*action = GLFW_DND_NONE;
}
}
break;
}
case GLFW_DND_LEAVE:
{
printf("LEAVE\n");
break;
}
}
}
void drop_callback(GLFWwindow* window, int count, const char** paths)
{
for (int i = 0; i < count; ++i)
printf("path[%d]: %s\n", i, paths[i]);
}
void dropex_callback(GLFWwindow* window, int format, int data_count, void *data, int *action)
{
printf("DROP\n");
switch(format)
{
case GLFW_DND_PATHS:
{
const char **paths = (const char **) data;
for(int i = 0; i < data_count; ++i)
printf("path[%d]: %s\n", i, paths[i]);
break;
}
case GLFW_DND_TEXT:
printf("text: %s\n", (const char *) data);
break;
default:
break;
}
}
int main(void)
{
(void)setvbuf(stdout, NULL, _IONBF, 0);
(void)setvbuf(stderr, NULL, _IONBF, 0);
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwSetDragCallback(window, drag_callback);
glfwSetDropCallback(window, drop_callback);
glfwSetDropCallbackEx(window, dropex_callback);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
// NOTE: OpenGL error checks have been omitted for brevity
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
const GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
const GLint mvp_location = glGetUniformLocation(program, "MVP");
const GLint vpos_location = glGetAttribLocation(program, "vPos");
const GLint vcol_location = glGetAttribLocation(program, "vCol");
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void*) offsetof(Vertex, pos));
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void*) offsetof(Vertex, col));
while (!glfwWindowShouldClose(window))
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
const float ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4 m, p, mvp;
mat4x4_identity(m);
if (glfwGetWindowAttrib(window, GLFW_DND_DRAGGING))
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);
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
//! [code]