139 lines
4.1 KiB
C
139 lines
4.1 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#include "lib.h"
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int SCREEN_WIDTH = 1024;
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int SCREEN_HEIGHT = 768;
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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(void)window;
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glViewport(0, 0, width, height);
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SCREEN_WIDTH = width;
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SCREEN_HEIGHT = height;
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}
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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int main(void) {
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glfwInit();
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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 =
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checkPtr(glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Learn OpenGL", NULL, NULL),
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"Error creating GLFW window");
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if (window == NULL) glfwTerminate();
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glfwMakeContextCurrent(window);
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checkCode(gladLoadGLLoader((GLADloadproc)glfwGetProcAddress), "Error initializing GLAD");
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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GLuint shaderProgram =
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compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL);
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// float vertices[] = {
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// 0.5f, 0.5f, 0.0f, // top right
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// 0.5f, -0.5f, 0.0f, // bottom right
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// -0.5f, -0.5f, 0.0f, // bottom left
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// -0.5f, 0.5f, 0.0f // top left
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// };
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// unsigned int indices[] = { // note that we start from 0!
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// 0, 1, 3, // first triangle
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// 1, 2, 3 // second triangle
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// };
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// float vertices[] = {
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// -0.5f, -0.5f, 0.0f,
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// 0.5f, -0.5f, 0.0f,
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// 0.0f, 0.5f, 0.0f
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// };
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float v1[] = {
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-1.0f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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};
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float v2[] = {
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0.0f, -0.5f, 0.0f,
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1.0f, -0.5f, 0.0f,
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0.5f, 0.5f, 0.0f
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};
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GLuint vaos[2];
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GLuint vbos[2];
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unsigned int VBO1, VBO2;
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// unsigned int EBO;
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glGenVertexArrays(2, vaos);
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// glGenBuffers(1, &EBO);
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glGenBuffers(2, vbos);
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glBindVertexArray(vaos[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(vaos[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v2), v2, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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float timeValue = glfwGetTime();
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float green = (sin(timeValue) / 2.0f) + 0.5f;
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glUseProgram(shaderProgram);
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int ourColorLoc = glGetUniformLocation(shaderProgram, "ourColor");
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glUniform4f(ourColorLoc, 0.0f, green, 0.0f, 1.0f);
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int offsetLoc = glGetUniformLocation(shaderProgram, "offset");
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glUniform1f(offsetLoc, 0.5f);
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glBindVertexArray(vaos[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(vaos[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(2, vaos);
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glDeleteBuffers(1, &VBO1);
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glDeleteBuffers(1, &VBO2);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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return 0;
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}
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