#include #include #include #include #include #include #include "shader.h" #include "main.h" float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; //static void sysError(const char *msg); static void userError(const char *msg, const char *detail); static void glfw_size_callback(GLFWwindow *window, int width, int height); static void processInput(GLFWwindow *window, struct Background *c); void userError(const char *msg, const char *detail) { fprintf(stderr, "%s: %s\n", msg, detail); exit(1); } static void glfw_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); } static void processInput(GLFWwindow *window, struct Background *c) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) { glfwSetWindowShouldClose(window, 1); } else if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS && glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS && c->R >= 0.0) { c->R -= 0.1; } else if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS && c->R <= 1.0) { c->R += 0.1; } } int main() { GLFWwindow *window; const char *glfwErrno; if (!glfwInit()) { glfwGetError(&glfwErrno); glfwTerminate(); userError("glfwInit() Error", glfwErrno); } window = glfwCreateWindow(640, 480, "Mverse", NULL, NULL); if (!window) { glfwTerminate(); userError("glfwCreateWindow() failed", "Can't create window"); } glfwSetFramebufferSizeCallback(window, glfw_size_callback); glfwMakeContextCurrent(window); GLubyte glewErrno = glewInit(); if (glewErrno != GLEW_OK) { glfwTerminate(); userError("glewInit() failed", (const char *)glewGetErrorString(glewErrno)); } struct Background colors = {.R = 0.0, .G = 0.0, .B = 0.0, .A = 0.0}; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); unsigned int shaderProgram = shaderCreateProgram("shaders/vertex.vsh", "shaders/fragment.vsh"); while (!glfwWindowShouldClose(window)) { processInput(window, &colors); glClearColor(colors.R, colors.G, colors.B, colors.A); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } int nattributes; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nattributes); printf("%d\n", nattributes); glfwTerminate(); return 0; }