1//======================================================================== 2// OpenGL triangle example 3// Copyright (c) Camilla Löwy <elmindreda@glfw.org> 4// 5// This software is provided 'as-is', without any express or implied 6// warranty. In no event will the authors be held liable for any damages 7// arising from the use of this software. 8// 9// Permission is granted to anyone to use this software for any purpose, 10// including commercial applications, and to alter it and redistribute it 11// freely, subject to the following restrictions: 12// 13// 1. The origin of this software must not be misrepresented; you must not 14// claim that you wrote the original software. If you use this software 15// in a product, an acknowledgment in the product documentation would 16// be appreciated but is not required. 17// 18// 2. Altered source versions must be plainly marked as such, and must not 19// be misrepresented as being the original software. 20// 21// 3. This notice may not be removed or altered from any source 22// distribution. 23// 24//======================================================================== 25//! [code] 26 27#define GLAD_GL_IMPLEMENTATION 28#include <glad/gl.h> 29#define GLFW_INCLUDE_NONE 30#include <GLFW/glfw3.h> 31 32#include "linmath.h" 33 34#include <stdlib.h> 35#include <stddef.h> 36#include <stdio.h> 37 38typedef struct Vertex 39{ 40 vec2 pos; 41 vec3 col; 42} Vertex; 43 44static const Vertex vertices[3] = 45{ 46 { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } }, 47 { { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } }, 48 { { 0.f, 0.6f }, { 0.f, 0.f, 1.f } } 49}; 50 51static const char* vertex_shader_text = 52"#version 330\n" 53"uniform mat4 MVP;\n" 54"in vec3 vCol;\n" 55"in vec2 vPos;\n" 56"out vec3 color;\n" 57"void main()\n" 58"{\n" 59" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" 60" color = vCol;\n" 61"}\n"; 62 63static const char* fragment_shader_text = 64"#version 330\n" 65"in vec3 color;\n" 66"out vec4 fragment;\n" 67"void main()\n" 68"{\n" 69" fragment = vec4(color, 1.0);\n" 70"}\n"; 71 72static void error_callback(int error, const char* description) 73{ 74 fprintf(stderr, "Error: %s\n", description); 75} 76 77static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) 78{ 79 if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) 80 glfwSetWindowShouldClose(window, GLFW_TRUE); 81} 82 83int main(void) 84{ 85 glfwSetErrorCallback(error_callback); 86 87 if (!glfwInit()) 88 exit(EXIT_FAILURE); 89 90 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 91 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 92 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 93 94 GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL); 95 if (!window) 96 { 97 glfwTerminate(); 98 exit(EXIT_FAILURE); 99 } 100 101 glfwSetKeyCallback(window, key_callback); 102 103 glfwMakeContextCurrent(window); 104 gladLoadGL(glfwGetProcAddress); 105 glfwSwapInterval(1); 106 107 // NOTE: OpenGL error checks have been omitted for brevity 108 109 GLuint vertex_buffer; 110 glGenBuffers(1, &vertex_buffer); 111 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); 112 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 113 114 const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); 115 glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); 116 glCompileShader(vertex_shader); 117 118 const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); 119 glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); 120 glCompileShader(fragment_shader); 121 122 const GLuint program = glCreateProgram(); 123 glAttachShader(program, vertex_shader); 124 glAttachShader(program, fragment_shader); 125 glLinkProgram(program); 126 127 const GLint mvp_location = glGetUniformLocation(program, "MVP"); 128 const GLint vpos_location = glGetAttribLocation(program, "vPos"); 129 const GLint vcol_location = glGetAttribLocation(program, "vCol"); 130 131 GLuint vertex_array; 132 glGenVertexArrays(1, &vertex_array); 133 glBindVertexArray(vertex_array); 134 glEnableVertexAttribArray(vpos_location); 135 glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, 136 sizeof(Vertex), (void*) offsetof(Vertex, pos)); 137 glEnableVertexAttribArray(vcol_location); 138 glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, 139 sizeof(Vertex), (void*) offsetof(Vertex, col)); 140 141 while (!glfwWindowShouldClose(window)) 142 { 143 int width, height; 144 glfwGetFramebufferSize(window, &width, &height); 145 const float ratio = width / (float) height; 146 147 glViewport(0, 0, width, height); 148 glClear(GL_COLOR_BUFFER_BIT); 149 150 mat4x4 m, p, mvp; 151 mat4x4_identity(m); 152 mat4x4_rotate_Z(m, m, (float) glfwGetTime()); 153 mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); 154 mat4x4_mul(mvp, p, m); 155 156 glUseProgram(program); 157 glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp); 158 glBindVertexArray(vertex_array); 159 glDrawArrays(GL_TRIANGLES, 0, 3); 160 161 glfwSwapBuffers(window); 162 glfwPollEvents(); 163 } 164 165 glfwDestroyWindow(window); 166 167 glfwTerminate(); 168 exit(EXIT_SUCCESS); 169} 170 171//! [code] 172