From 986c37de807d206087ad0ecdb35c2e061d8fdc4e Mon Sep 17 00:00:00 2001 From: Luca Giuliano Conte Date: Mon, 25 Mar 2024 13:27:22 +0100 Subject: [PATCH] u03-1 --- u03-1/Makefile | 5 + u03-1/main.c | 288 +++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 293 insertions(+) create mode 100644 u03-1/Makefile create mode 100644 u03-1/main.c diff --git a/u03-1/Makefile b/u03-1/Makefile new file mode 100644 index 0000000..8e1eafb --- /dev/null +++ b/u03-1/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/u03-1/main.c b/u03-1/main.c new file mode 100644 index 0000000..9ff7069 --- /dev/null +++ b/u03-1/main.c @@ -0,0 +1,288 @@ +#include + +#include +#include + +#include + +GLuint program; +GLuint vao; + +GLfloat offsetX = -0.75f; +GLfloat offsetY = 0.4f; + +GLfloat speedX = 0.0005f; +GLfloat speedY = -0.0005f; + +#define NUM_TRIANGLES 8 + +typedef struct { + GLfloat x; + GLfloat y; +} Point; + +typedef struct { + GLfloat r; + GLfloat g; + GLfloat b; +} Color; + +typedef struct { + Point p1; + Point p2; + Point p3; +} Triangle; + +typedef struct { + Triangle t1; + Triangle t2; +} TriangleRect; + +void hueToRgb(GLfloat hue, GLfloat* r, GLfloat* g, GLfloat* b) { + GLfloat x = hue / 60; + while (x > 2) x -= 2; + x = x - 1; + x = 1 - fabs(x); + + if (hue < 60) { + *r = 1.0f; + *g = x; + *b = 0; + } else if (hue < 120) { + *r = x; + *g = 1.0f; + *b = 0; + } else if (hue < 180) { + *r = 0; + *g = 1.0f; + *b = x; + } else if (hue < 240) { + *r = 0; + *g = x; + *b = 1.0f; + } else if (hue < 300) { + *r = x; + *g = 0; + *b = 1.0f; + } else { + *r = 1.0f; + *g = 0; + *b = x; + } + +} + +void createRect(TriangleRect* rect, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) { + rect->t1.p1.x = posx; + rect->t1.p1.y = posy; + + rect->t1.p2.x = posx + width; + rect->t1.p2.y = posy; + + rect->t1.p3.x = posx; + rect->t1.p3.y = posy + height; + + rect->t2.p1.x = posx + width; + rect->t2.p1.y = posy; + + rect->t2.p2.x = posx + width; + rect->t2.p2.y = posy + height; + + rect->t2.p3.x = posx; + rect->t2.p3.y = posy + height; +} + +void createCenterRect(TriangleRect* rect, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) { + createRect(rect, 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" + "layout (location = 1) in vec3 aColor;\n" + // "uniform vec3 color;\n" + "uniform vec2 offset;" + "out vec3 vertexColor;\n" + "void main() {\n" + " gl_Position = vec4(aPosition + offset, 0.0, 1.0);\n" + " vertexColor = aColor;" + "}\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); + } + + + TriangleRect triangleVertices[4]; + + createCenterRect(&triangleVertices[0], -0.2f, 0.0f, 0.1f, 1.2f); + createCenterRect(&triangleVertices[1], 0.2f, 0.0f, 0.1f, 1.2f); + createCenterRect(&triangleVertices[2], 0.0f, 0.0f, 0.3f, 0.1f); + createCenterRect(&triangleVertices[3], 0.0f, -0.8f, 0.5f, 0.1f); + + + Color colors[24]; + for (int i = 0; i < 48; i++) { + hueToRgb(i * 15.0f, &colors[i].r, &colors[i].g, &colors[i].b); + } + + + 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 COLOR BUFFER + GLuint colorBufferObject; + glGenBuffers(1, &colorBufferObject); + glBindBuffer(GL_ARRAY_BUFFER, colorBufferObject); + glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, 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); + glBindBuffer(GL_ARRAY_BUFFER, colorBufferObject); + glVertexAttribPointer( + 1, + 3, + GL_FLOAT, + GL_FALSE, + 0, + 0 + ); + 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); + + offsetX += speedX; + offsetY += speedY; + + if (offsetX >= 0.75f || offsetX <= -0.75f) speedX *= -1; + if (offsetY >= 0.4f || offsetY <=-0.15f) speedY *= -1; + + // SET COLOR + glUniform2f(glGetUniformLocation(program, "offset"), offsetX, offsetY); + + + 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