From 5bcda78e4d06f43e7b4f3cc40f0d7a91154955cb Mon Sep 17 00:00:00 2001 From: Luca Giuliano Conte Date: Thu, 4 Apr 2024 10:11:27 +0200 Subject: [PATCH] read shaders from glsl file, u03-3 --- u03-3/Makefile | 19 ++++ u03-3/fragmentShader.c | 16 ++++ u03-3/fragmentShader.glsl | 5 + u03-3/main.c | 197 ++++++++++++++++++++++++++++++++++++++ u03-3/vertexShader.c | 21 ++++ u03-3/vertexShader.glsl | 8 ++ 6 files changed, 266 insertions(+) create mode 100644 u03-3/Makefile create mode 100644 u03-3/fragmentShader.c create mode 100644 u03-3/fragmentShader.glsl create mode 100644 u03-3/main.c create mode 100644 u03-3/vertexShader.c create mode 100644 u03-3/vertexShader.glsl diff --git a/u03-3/Makefile b/u03-3/Makefile new file mode 100644 index 0000000..b6366a9 --- /dev/null +++ b/u03-3/Makefile @@ -0,0 +1,19 @@ +GLEW_LIBS=$(shell pkgconf glew --libs) +GLFW_LIBS=$(shell pkgconf glfw3 --libs) + +OBJ = main.o + +cg1.out: $(OBJ) vertexShader.c fragmentShader.c + gcc -o $@ $(OBJ) -lm $(GLEW_LIBS) $(GLFW_LIBS) + +%Shader.c: %Shader.glsl + xxd -i $? > $@ + +main.o: vertexShader.c fragmentShader.c + +%.o: %.c + gcc -c $< + + +clean: + rm vertexShader.c fragmentShader.c cg1.out *.o \ No newline at end of file diff --git a/u03-3/fragmentShader.c b/u03-3/fragmentShader.c new file mode 100644 index 0000000..d089f85 --- /dev/null +++ b/u03-3/fragmentShader.c @@ -0,0 +1,16 @@ +unsigned char fragmentShader_glsl[] = { + 0x23, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x33, 0x33, 0x30, + 0x20, 0x63, 0x6f, 0x72, 0x65, 0x0a, 0x69, 0x6e, 0x20, 0x66, 0x6c, 0x6f, + 0x61, 0x74, 0x20, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x56, + 0x61, 0x6c, 0x75, 0x65, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, + 0x61, 0x69, 0x6e, 0x28, 0x29, 0x20, 0x7b, 0x0a, 0x09, 0x67, 0x6c, 0x5f, + 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, + 0x76, 0x65, 0x63, 0x34, 0x28, 0x6d, 0x69, 0x78, 0x28, 0x76, 0x65, 0x63, + 0x33, 0x28, 0x31, 0x2e, 0x30, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, + 0x30, 0x2e, 0x30, 0x29, 0x2c, 0x20, 0x76, 0x65, 0x63, 0x33, 0x28, 0x30, + 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x2c, 0x20, 0x30, 0x2e, 0x30, + 0x29, 0x2c, 0x20, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x56, + 0x61, 0x6c, 0x75, 0x65, 0x29, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, + 0x0a, 0x7d +}; +unsigned int fragmentShader_glsl_len = 146; diff --git a/u03-3/fragmentShader.glsl b/u03-3/fragmentShader.glsl new file mode 100644 index 0000000..f2a1bd3 --- /dev/null +++ b/u03-3/fragmentShader.glsl @@ -0,0 +1,5 @@ +#version 330 core +in float fragmentValue; +void main() { + gl_FragColor = vec4(mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), fragmentValue), 1.0); +} \ No newline at end of file diff --git a/u03-3/main.c b/u03-3/main.c new file mode 100644 index 0000000..19abeff --- /dev/null +++ b/u03-3/main.c @@ -0,0 +1,197 @@ +#include + +#include +#include + +#include "vertexShader.c" +#include "fragmentShader.c" + +#include +#include +#include + +#define NUM_EDGES 20 +#define RADIUS 0.7f +#define INNER_RADIUS 0.2f + +typedef struct { + GLfloat x; + GLfloat y; + GLfloat value; +} Point; + +GLuint program; +GLuint vao; + +void init(void) { + + // create and compile vertex shader + GLchar *vertexText = malloc(vertexShader_glsl_len); + memcpy(vertexText, vertexShader_glsl, vertexShader_glsl_len); + const GLchar *vertexTextConst = vertexText; + + GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len); + 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 + + GLchar *fragmentText = malloc(fragmentShader_glsl_len); + memcpy(fragmentText, fragmentShader_glsl, fragmentShader_glsl_len); + const GLchar *fragmentTextConst = fragmentText; + + GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len); + 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); + } + + + size_t size = sizeof(Point) * (NUM_EDGES + 1) * 2; + Point* triangleVertices = (Point *) malloc(size); + + float alpha; + for (int i = 0; i <= NUM_EDGES; i++) { + alpha = ((float) i) / NUM_EDGES * 3.14159f * 2; + + GLfloat dx = cos(alpha); + GLfloat dy = sin(alpha); + + triangleVertices[2 * i].x = INNER_RADIUS * cos(alpha); + triangleVertices[2 * i].y = INNER_RADIUS * sin(alpha); + // triangleVertices[2 * i].value = ((float)i) / NUM_EDGES; + triangleVertices[2 * i].value = 1.0f; + + triangleVertices[2 * i + 1].x = RADIUS * cos(alpha); + triangleVertices[2 * i + 1].y = RADIUS * sin(alpha); + // triangleVertices[2 * i + 1].value = ((float)i) / NUM_EDGES; + triangleVertices[2 * i + 1].value = 0.0f; + } + + GLuint triangleVertexBufferObject; + glGenBuffers(1, &triangleVertexBufferObject); + glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, size, 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, + sizeof(Point), + 0 + ); + glEnableVertexAttribArray(0); + glVertexAttribPointer( + 1, + 1, + GL_FLOAT, + GL_FALSE, + sizeof(Point), + (GLvoid*)(2 * sizeof(GLfloat)) + ); + glEnableVertexAttribArray(1); + 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); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, (NUM_EDGES + 1) * 2); +} + +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, 800, "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 diff --git a/u03-3/vertexShader.c b/u03-3/vertexShader.c new file mode 100644 index 0000000..f8c9d17 --- /dev/null +++ b/u03-3/vertexShader.c @@ -0,0 +1,21 @@ +unsigned char vertexShader_glsl[] = { + 0x23, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x33, 0x33, 0x30, + 0x20, 0x63, 0x6f, 0x72, 0x65, 0x0a, 0x6c, 0x61, 0x79, 0x6f, 0x75, 0x74, + 0x20, 0x28, 0x6c, 0x6f, 0x63, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, + 0x20, 0x30, 0x29, 0x20, 0x69, 0x6e, 0x20, 0x76, 0x65, 0x63, 0x32, 0x20, + 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x6c, + 0x61, 0x79, 0x6f, 0x75, 0x74, 0x20, 0x28, 0x6c, 0x6f, 0x63, 0x61, 0x74, + 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x31, 0x29, 0x20, 0x69, 0x6e, 0x20, + 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, + 0x56, 0x61, 0x6c, 0x75, 0x65, 0x3b, 0x0a, 0x6f, 0x75, 0x74, 0x20, 0x66, + 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, + 0x74, 0x56, 0x61, 0x6c, 0x75, 0x65, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, + 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x28, 0x29, 0x20, 0x7b, 0x0a, 0x09, 0x66, + 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x56, 0x61, 0x6c, 0x75, 0x65, + 0x20, 0x3d, 0x20, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x56, 0x61, 0x6c, + 0x75, 0x65, 0x3b, 0x0a, 0x09, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, + 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x76, 0x65, 0x63, 0x34, 0x28, + 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x2c, 0x20, 0x30, + 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d +}; +unsigned int vertexShader_glsl_len = 215; diff --git a/u03-3/vertexShader.glsl b/u03-3/vertexShader.glsl new file mode 100644 index 0000000..8796192 --- /dev/null +++ b/u03-3/vertexShader.glsl @@ -0,0 +1,8 @@ +#version 330 core +layout (location = 0) in vec2 aPosition; +layout (location = 1) in float vertexValue; +out float fragmentValue; +void main() { + fragmentValue = vertexValue; + gl_Position = vec4(aPosition, 0.0, 1.0); +} \ No newline at end of file