start of u02

This commit is contained in:
Luca Conte 2024-03-21 12:51:02 +01:00
parent bf93695d54
commit 0789faff80
2 changed files with 210 additions and 0 deletions

5
u02/Makefile Normal file
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GLEW_LIBS=$(shell pkgconf glew --libs)
GLFW_LIBS=$(shell pkgconf glfw3 --libs)
cg1: main.c
gcc -o cg1.out main.c $(GLEW_LIBS) $(GLFW_LIBS)

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u02/main.c Normal file
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#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
GLuint program;
GLuint vao;
#define NUM_TRIANGLES 8
void createRect(GLfloat* vertexArray, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) {
vertexArray[0] = posx;
vertexArray[1] = posy;
vertexArray[2] = posx + width;
vertexArray[3] = posy;
vertexArray[4] = posx;
vertexArray[5] = posy + height;
vertexArray[6] = posx + width;
vertexArray[7] = posy;
vertexArray[8] = posx + width;
vertexArray[9] = posy + height;
vertexArray[10] = posx;
vertexArray[11] = posy + height;
}
void createCenterRect(GLfloat* vertexArray, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) {
createRect(vertexArray, posx - width / 2, posy - height / 2, width, height);
}
void init(void) {
// create and compile vertex shader
const char *vertexText =
"#version 330 core\n"
"layout (location = 0) in vec2 aPosition;\n"
"uniform vec3 color;\n"
"out vec3 vertexColor;\n"
"void main() {\n"
" gl_Position = vec4(aPosition, 0.0, 1.0);\n"
" vertexColor = color;"
"}\n";
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexText, NULL);
glCompileShader(vertexShader);
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (!status) {
printf("Error compiling vertex shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
printf("%s",infoLog);
}
// create and compile fragment shader
const char *fragmentText =
"#version 330 core\n"
"in vec3 vertexColor;\n"
"void main() {\n"
" gl_FragColor = vec4(vertexColor, 1.0);\n"
"}\n";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentText, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if (!status) {
printf("Error compiling fragment shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
printf("%s",infoLog);
}
// create and link shader program
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
printf("Error linking program: ");
GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("%s",infoLog);
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
if (!status) {
printf("Error validating program: ");
GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("%s",infoLog);
}
// create triangle buffer
// GLfloat triangleVertices[] =
// {// X Y
// -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
// -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
// -0.75f, -0.5f, 0.0f, 0.0f, 1.0f,
// -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
// -0.75f, 0.5f, 0.0f, 1.0f, 0.0f,
// -0.75f, -0.5f, 0.0f, 0.0f, 1.0f
// };
GLfloat triangleVertices[48];
createCenterRect(&triangleVertices[0], -0.3f, 0.0f, 0.1f, 1.2f);
createCenterRect(&triangleVertices[12], 0.3f, 0.0f, 0.1f, 1.2f);
createCenterRect(&triangleVertices[24], 0.0f, 0.0f, 0.5f, 0.1f);
createCenterRect(&triangleVertices[36], 0.0f, -0.8f, 0.7f, 0.1f);
GLuint triangleVertexBufferObject;
glGenBuffers(1, &triangleVertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create vertex array object
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
glVertexAttribPointer(
0,
2,
GL_FLOAT,
GL_FALSE,
2 * sizeof(GLfloat),
0
);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
}
void draw(void) {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
// SET COLOR
glUniform3f(glGetUniformLocation(program, "color"), 0.7719f, 0.2105f, 0.0175f);
glDrawArrays(GL_TRIANGLES, 0, NUM_TRIANGLES * 3);
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
int main(void) {
printf("Hello World!\n");
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(800, 600, "Computergrafik 1", NULL, NULL);
if (!window) {
printf("Failed to create window\n");
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
glewInit();
init();
while (!glfwWindowShouldClose(window)) {
draw();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}