u01 triangle

This commit is contained in:
Luca Conte 2024-03-14 11:34:13 +01:00
parent 63ba039326
commit bf93695d54
2 changed files with 170 additions and 2 deletions

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@ -1,2 +1,5 @@
GLEW_LIBS=$(shell pkgconf glew --libs)
GLFW_LIBS=$(shell pkgconf glfw3 --libs)
cg1: main.c
gcc -o cg1.exe main.c
gcc -o cg1.out main.c $(GLEW_LIBS) $(GLFW_LIBS)

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@ -1,6 +1,171 @@
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
GLuint program;
GLuint vao;
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"
"out vec3 vertexColor;\n"
"void main() {\n"
" vertexColor = aColor;\n"
" gl_Position = vec4(aPosition, 0.0, 1.0);\n"
"}\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
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f
};
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,
5 * sizeof(GLfloat),
0
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
1,
3,
GL_FLOAT,
GL_FALSE,
5 * sizeof(GLfloat),
(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_TRIANGLES, 0, 3);
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
int main(void) {
printf("Hello World");
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;
}