computer-grafik-1/u03-2/main.c

228 lines
5.3 KiB
C

#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <math.h>
GLuint program;
GLuint vao;
#define NUM_TRIANGLES 8
typedef struct {
GLfloat x;
GLfloat y;
GLfloat fv;
} Point;
typedef struct {
Point p1;
Point p2;
Point p3;
} Triangle;
typedef struct {
Triangle t1;
Triangle t2;
} TriangleRect;
void createRect(TriangleRect* rect, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) {
rect->t1.p1.x = posx;
rect->t1.p1.y = posy;
rect->t1.p1.fv = 0.0f;
rect->t1.p2.x = posx + width;
rect->t1.p2.y = posy;
rect->t1.p2.fv = 1.0f;
rect->t1.p3.x = posx;
rect->t1.p3.y = posy + height;
rect->t1.p3.fv = 0.0f;
rect->t2.p1.x = posx + width;
rect->t2.p1.y = posy;
rect->t2.p1.fv = 1.0f;
rect->t2.p2.x = posx + width;
rect->t2.p2.y = posy + height;
rect->t2.p2.fv = 1.0f;
rect->t2.p3.x = posx;
rect->t2.p3.y = posy + height;
rect->t2.p3.fv = 0.0f;
}
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 float vertValue;\n"
"out float fragValue;\n"
"void main() {\n"
" gl_Position = vec4(aPosition, 0.0, 1.0);\n"
" fragValue = vertValue;\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 float fragValue;\n"
"void main() {\n"
// " gl_FragColor = vec4(mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), fragValue), 1.0);\n" /// 1
// " gl_FragColor = vec4(mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), step(0.5,fragValue)), 1.0);\n" /// 2
// " gl_FragColor = vec4(mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), smoothstep(0.4, 0.6, fragValue)), 1.0);\n" /// 3
// " gl_FragColor = vec4(mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), (sin(fragValue * 3.14150 * 4) + 1) / 2), 1.0);\n" /// 4
" gl_FragColor = vec4(mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), step(0.5, (sin(fragValue * 3.14150 * 4) + 1) / 2)), 1.0);\n" /// 5
"}\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[1];
createCenterRect(&triangleVertices[0], 0.0f, 0.0f, 1.5f, 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,
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_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;
}