1//======================================================================== 2// OpenGL ES 2.0 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 26#define GLAD_GLES2_IMPLEMENTATION 27#include <glad/gles2.h> 28#define GLFW_INCLUDE_NONE 29#include <GLFW/glfw3.h> 30 31#include "linmath.h" 32 33#include <stdlib.h> 34#include <stddef.h> 35#include <stdio.h> 36 37typedef struct Vertex 38{ 39 vec2 pos; 40 vec3 col; 41} Vertex; 42 43static const Vertex vertices[3] = 44{ 45 { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } }, 46 { { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } }, 47 { { 0.f, 0.6f }, { 0.f, 0.f, 1.f } } 48}; 49 50static const char* vertex_shader_text = 51"#version 100\n" 52"precision mediump float;\n" 53"uniform mat4 MVP;\n" 54"attribute vec3 vCol;\n" 55"attribute vec2 vPos;\n" 56"varying 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 100\n" 65"precision mediump float;\n" 66"varying vec3 color;\n" 67"void main()\n" 68"{\n" 69" gl_FragColor = vec4(color, 1.0);\n" 70"}\n"; 71 72static void error_callback(int error, const char* description) 73{ 74 fprintf(stderr, "GLFW 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_CLIENT_API, GLFW_OPENGL_ES_API); 91 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); 92 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); 93 glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); 94 95 GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle (EGL)", NULL, NULL); 96 if (!window) 97 { 98 glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); 99 window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle", NULL, NULL); 100 if (!window) 101 { 102 glfwTerminate(); 103 exit(EXIT_FAILURE); 104 } 105 } 106 107 glfwSetKeyCallback(window, key_callback); 108 109 glfwMakeContextCurrent(window); 110 gladLoadGLES2(glfwGetProcAddress); 111 glfwSwapInterval(1); 112 113 GLuint vertex_buffer; 114 glGenBuffers(1, &vertex_buffer); 115 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); 116 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 117 118 const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); 119 glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); 120 glCompileShader(vertex_shader); 121 122 const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); 123 glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); 124 glCompileShader(fragment_shader); 125 126 const GLuint program = glCreateProgram(); 127 glAttachShader(program, vertex_shader); 128 glAttachShader(program, fragment_shader); 129 glLinkProgram(program); 130 131 const GLint mvp_location = glGetUniformLocation(program, "MVP"); 132 const GLint vpos_location = glGetAttribLocation(program, "vPos"); 133 const GLint vcol_location = glGetAttribLocation(program, "vCol"); 134 135 glEnableVertexAttribArray(vpos_location); 136 glEnableVertexAttribArray(vcol_location); 137 glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, 138 sizeof(Vertex), (void*) offsetof(Vertex, pos)); 139 glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, 140 sizeof(Vertex), (void*) offsetof(Vertex, col)); 141 142 while (!glfwWindowShouldClose(window)) 143 { 144 int width, height; 145 glfwGetFramebufferSize(window, &width, &height); 146 const float ratio = width / (float) height; 147 148 glViewport(0, 0, width, height); 149 glClear(GL_COLOR_BUFFER_BIT); 150 151 mat4x4 m, p, mvp; 152 mat4x4_identity(m); 153 mat4x4_rotate_Z(m, m, (float) glfwGetTime()); 154 mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); 155 mat4x4_mul(mvp, p, m); 156 157 glUseProgram(program); 158 glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp); 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