diff --git a/u02/Makefile b/u02/Makefile new file mode 100644 index 0000000..8e1eafb --- /dev/null +++ b/u02/Makefile @@ -0,0 +1,5 @@ +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) \ No newline at end of file diff --git a/u02/main.c b/u02/main.c new file mode 100644 index 0000000..db5f411 --- /dev/null +++ b/u02/main.c @@ -0,0 +1,205 @@ +#include + +#include +#include + +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; +} \ No newline at end of file