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- //========================================================================
- // Simple GLFW 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 <stdio.h>
- static const struct
- {
- float x, y;
- float r, g, b;
- } 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 110\n"
- "uniform mat4 MVP;\n"
- "attribute vec3 vCol;\n"
- "attribute vec2 vPos;\n"
- "varying 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 110\n"
- "varying vec3 color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = 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)
- {
- GLFWwindow* window;
- GLuint vertex_buffer, vertex_shader, fragment_shader, program;
- GLint mvp_location, vpos_location, vcol_location;
- glfwSetErrorCallback(error_callback);
- if (!glfwInit())
- exit(EXIT_FAILURE);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- window = glfwCreateWindow(640, 480, "Simple example", 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
- glGenBuffers(1, &vertex_buffer);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- vertex_shader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
- glCompileShader(vertex_shader);
- fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
- glCompileShader(fragment_shader);
- program = glCreateProgram();
- glAttachShader(program, vertex_shader);
- glAttachShader(program, fragment_shader);
- glLinkProgram(program);
- mvp_location = glGetUniformLocation(program, "MVP");
- vpos_location = glGetAttribLocation(program, "vPos");
- vcol_location = glGetAttribLocation(program, "vCol");
- glEnableVertexAttribArray(vpos_location);
- glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
- sizeof(vertices[0]), (void*) 0);
- glEnableVertexAttribArray(vcol_location);
- glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
- sizeof(vertices[0]), (void*) (sizeof(float) * 2));
- while (!glfwWindowShouldClose(window))
- {
- float ratio;
- int width, height;
- mat4x4 m, p, mvp;
- glfwGetFramebufferSize(window, &width, &height);
- ratio = width / (float) height;
- glViewport(0, 0, width, height);
- glClear(GL_COLOR_BUFFER_BIT);
- 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);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- glfwDestroyWindow(window);
- glfwTerminate();
- exit(EXIT_SUCCESS);
- }
- //! [code]
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