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
|
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
void on_resize(GLFWwindow *win, int width, int height) {
glViewport(0, 0, width, height);
}
void get_max_attrib_count(int *attrib_count) {
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, attrib_count);
printf("Max vertex attribs %d\n", *attrib_count);
}
int main() {
// Initialize GLFW
if (!glfwInit()) {
return -1;
}
// Set the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(320, 240, "Blue screen", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, (void *)on_resize);
glfwMakeContextCurrent(window);
// Initialize GLEW
GLenum glewStatus = glewInit();
if (glewStatus != GLEW_OK) {
printf("Failed to initialize GLEW: %s\n", glewGetErrorString(glewStatus));
return -1;
}
int attrib_count;
get_max_attrib_count(&attrib_count);
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 3, vertices,
GL_STATIC_DRAW);
const char *vertex_shader_src =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"out vec4 vertexColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" vertexColor = vec4(0.5, 0.0, 0.0, 1.0);\n"
"}\0";
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_src, NULL);
glCompileShader(vertex_shader);
int success;
char info_log[512];
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", info_log);
}
const char *fragment_shader_src = "#version 330 core\n"
"out vec4 FragColor;\n"
"uniform vec4 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = ourColor;\n"
"}\0";
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_src, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", info_log);
}
unsigned int shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_program, 512, NULL, info_log);
printf("ERROR::SHADER::PROGRAM::LINK_FAILED\n%s\n", info_log);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(float) * 2 * 3, indices,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.1f, 0.1f, 0.25f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
float time_value = glfwGetTime();
float green_value = (sin(time_value) / 2.0f) + 0.5f;
int vertex_color_location =
glGetUniformLocation(shader_program, "ourColor");
glUniform4f(vertex_color_location, 0.0f, green_value, 0.0f, 1.0f);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
|