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