#include #include #include #include #include #include #include "main.h" const char *vertexShaderSource = \ "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragmentShaderSource = \ "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\0"; 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); static void checkGLSuccess(unsigned int compiledShader, unsigned int shaderStep); 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; } } void checkGLSuccess(unsigned int shaderBinary, unsigned int shaderStep) { int success; char infoLog[512]; switch (shaderStep) { case 0: glGetShaderiv(shaderBinary, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(shaderBinary, 512, NULL, infoLog); userError("glCompileShader() ERROR", infoLog); } break; case 1: glGetProgramiv(shaderBinary, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderBinary, 512, NULL, infoLog); userError("glLinkProgram() ERROR", infoLog); } break; default: break; } } 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); unsigned int vertexShader, fragmentShader, shaderProgram; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); checkGLSuccess(vertexShader, 0); printf("Vertex Compiled\n"); fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); checkGLSuccess(fragmentShader, 0); printf("Fragment Compiled\n"); shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); checkGLSuccess(shaderProgram, 1); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); while (!glfwWindowShouldClose(window)) { processInput(window, &colors); glClearColor(colors.R, colors.G, colors.B, colors.A); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }