//======================================================================== // Simple GLFW example // Copyright (c) Camilla Berglund // Copyright (c) Emmanuel Gil Peyrot // // 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 #include #include #include static const struct { float x, y; float r, g, b; } 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 150\n" "in vec3 vCol;\n" "in vec2 vPos;\n" "out vec3 color;\n" "out float red;\n" "void main()\n" "{\n" " gl_Position = vec4(vPos, 0.0, 1.0);\n" " color = vCol;\n" //" red = 1.0;\n" "}\n"; static const char* fragment_shader_text = "#version 150\n" "in vec3 color;\n" "in float red;\n" "void main()\n" "{\n" " gl_FragColor = vec4(color, 1.0);\n" " gl_FragColor.r = red;\n" "}\n"; static void error_callback(int error, const char* description) { fprintf(stderr, "Error: %s\n", description); } static void debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) { fprintf(stderr, "KHR_debug: %s\n", message); } static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, 1); } int main(void) { GLFWwindow* window; GLuint vertex_buffer, array_buffer, vertex_shader, fragment_shader, program; GLint mvp_location, vpos_location, vcol_location; glfwSetErrorCallback(error_callback); if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwSetKeyCallback(window, key_callback); glfwMakeContextCurrent(window); glfwSwapInterval(1); glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(debug_callback, NULL); vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glCompileShader(vertex_shader); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); glCompileShader(fragment_shader); program = glCreateProgram(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); GLint temp; glGetProgramiv(program, GL_LINK_STATUS, &temp); if (!temp) { glGetProgramiv(program, GL_INFO_LOG_LENGTH, &temp); GLchar* buf = malloc(temp * sizeof(GLchar)); glGetProgramInfoLog(program, temp, NULL, buf); fprintf(stderr, "Program link error: %s\n", buf); } mvp_location = glGetUniformLocation(program, "MVP"); vpos_location = glGetAttribLocation(program, "vPos"); vcol_location = glGetAttribLocation(program, "vCol"); glGenVertexArrays(1, &array_buffer); glBindVertexArray(array_buffer); glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(vpos_location); glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*) 0); glEnableVertexAttribArray(vcol_location); glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*) (sizeof(float) * 2)); int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); glUseProgram(program); while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); }