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#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <string.h>
#include <signal.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "main.h"
#include "linear.h"
#include "shader.h"
float vertices[] = {
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0, 1.0f, 0.0f,
};
unsigned int indices[] = {
0, 1, 2,
2, 3, 1
};
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);
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);
}
void
processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS
|| glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
glfwSetWindowShouldClose(window, 1);
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
}
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));
}
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
unsigned int shaderProgram = shaderCreateProgram("shaders/vertex.vsh",
"shaders/fragment.vsh");
unsigned int transformLoc;
mat4 transform;
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
transformLoc = glGetUniformLocation(shaderProgram, "trans");
transform = linearRotate(45.0, linearVec3(0, 0, 1));
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, transform.matrix[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
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