1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <string.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#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;
}
|