mirror of
https://github.com/glfw/glfw.git
synced 2024-11-30 05:47:10 +00:00
537ea4ccf1
Thank you, Travis CI, for reminding me that one cannot disable a header with inclusion guards if it doesn't exist.
171 lines
5.0 KiB
C
171 lines
5.0 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]
|
|
|
|
#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);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
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);
|
|
|
|
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);
|
|
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]
|