62074f3dea
This updates to a newer version of glad2 and switches to the header-only variant. This also (finally) switches to the newer glad2 loader signature that allows us to pass in glfwGetInstanceProcAddress directly.
172 lines
5.0 KiB
C
172 lines
5.0 KiB
C
//========================================================================
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// OpenGL triangle example
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//! [code]
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#define GLAD_GL_IMPLEMENTATION
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#include <glad/gl.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include "linmath.h"
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#include <stdlib.h>
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#include <stddef.h>
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#include <stdio.h>
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typedef struct Vertex
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{
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vec2 pos;
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vec3 col;
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} Vertex;
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static const Vertex vertices[3] =
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{
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{ { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
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{ { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
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{ { 0.f, 0.6f }, { 0.f, 0.f, 1.f } }
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};
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static const char* vertex_shader_text =
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"#version 330\n"
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"uniform mat4 MVP;\n"
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"in vec3 vCol;\n"
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"in vec2 vPos;\n"
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"out vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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" color = vCol;\n"
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"}\n";
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static const char* fragment_shader_text =
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"#version 330\n"
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"in vec3 color;\n"
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"out vec4 fragment;\n"
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"void main()\n"
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"{\n"
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" fragment = vec4(color, 1.0);\n"
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"}\n";
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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int main(void)
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{
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(1);
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// NOTE: OpenGL error checks have been omitted for brevity
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GLuint vertex_buffer;
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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const GLuint program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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const GLint mvp_location = glGetUniformLocation(program, "MVP");
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const GLint vpos_location = glGetAttribLocation(program, "vPos");
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const GLint vcol_location = glGetAttribLocation(program, "vCol");
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GLuint vertex_array;
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glGenVertexArrays(1, &vertex_array);
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glBindVertexArray(vertex_array);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void*) offsetof(Vertex, pos));
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void*) offsetof(Vertex, col));
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while (!glfwWindowShouldClose(window))
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{
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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const float ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4 m, p, mvp;
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
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glBindVertexArray(vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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//! [code]
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