139 lines
4.1 KiB
C

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