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#include "shader.h"
#include "vendor/stb_image.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cglm/cglm.h>
#include <math.h>
#include <stdbool.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(800, 600, "LearnOpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, 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);
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1); // Changed from texture to texture1
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
float borderColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
unsigned char *data = stbi_load("res/images/container.jpg", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
printf("Failed to load texture\n");
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_set_flip_vertically_on_load(true);
data = stbi_load("res/images/awesomeface.png", &width, &height, &nrChannels, 0); // Removed asterisk
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // Changed GL_RGB to GL_RGBA
glGenerateMipmap(GL_TEXTURE_2D);
} else {
printf("Failed to load texture\n");
}
stbi_image_free(data);
float vertices[] = {
// positions // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
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);
Shader *shader = shader_create("src/shaders/triangle.vert.glsl", "src/shaders/triangle.frag.glsl");
if (!shader) {
glfwTerminate();
return -1;
}
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
shader_use(shader);
glUniform1i(glGetUniformLocation(shader->program, "texture1"), 0);
glUniform1i(glGetUniformLocation(shader->program, "texture2"), 1);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.1f, 0.1f, 0.25f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
mat4 trans;
glm_mat4_identity(trans);
glm_rotate(trans, (float)glfwGetTime(), (vec3){0.0f, 0.0f, 1.0f});
unsigned int transform_location = glGetUniformLocation(shader->program, "transform");
glUniformMatrix4fv(transform_location, 1, GL_FALSE, (float *)trans);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
shader_delete(shader);
glfwTerminate();
return 0;
}
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