228 lines
5.3 KiB
C
228 lines
5.3 KiB
C
#include <stdio.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <math.h>
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GLuint program;
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GLuint vao;
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#define NUM_TRIANGLES 8
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typedef struct {
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GLfloat x;
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GLfloat y;
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GLfloat fv;
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} Point;
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typedef struct {
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Point p1;
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Point p2;
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Point p3;
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} Triangle;
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typedef struct {
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Triangle t1;
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Triangle t2;
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} TriangleRect;
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void createRect(TriangleRect* rect, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) {
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rect->t1.p1.x = posx;
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rect->t1.p1.y = posy;
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rect->t1.p1.fv = 0.0f;
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rect->t1.p2.x = posx + width;
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rect->t1.p2.y = posy;
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rect->t1.p2.fv = 1.0f;
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rect->t1.p3.x = posx;
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rect->t1.p3.y = posy + height;
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rect->t1.p3.fv = 0.0f;
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rect->t2.p1.x = posx + width;
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rect->t2.p1.y = posy;
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rect->t2.p1.fv = 1.0f;
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rect->t2.p2.x = posx + width;
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rect->t2.p2.y = posy + height;
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rect->t2.p2.fv = 1.0f;
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rect->t2.p3.x = posx;
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rect->t2.p3.y = posy + height;
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rect->t2.p3.fv = 0.0f;
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}
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void createCenterRect(TriangleRect* rect, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) {
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createRect(rect, posx - width / 2, posy - height / 2, width, height);
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}
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void init(void) {
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// create and compile vertex shader
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const char *vertexText =
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"#version 330 core\n"
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"layout (location = 0) in vec2 aPosition;\n"
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"layout (location = 1) in float vertValue;\n"
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"out float fragValue;\n"
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"void main() {\n"
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" gl_Position = vec4(aPosition, 0.0, 1.0);\n"
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" fragValue = vertValue;\n"
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"}\n";
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexText, NULL);
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glCompileShader(vertexShader);
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GLint status;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling vertex shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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}
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// create and compile fragment shader
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const char *fragmentText =
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"#version 330 core\n"
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"in float fragValue;\n"
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"void main() {\n"
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// " gl_FragColor = vec4(mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), fragValue), 1.0);\n" /// 1
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// " 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
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// " 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
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// " 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
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" 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
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"}\n";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentText, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling fragment shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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}
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// create and link shader program
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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printf("Error linking program: ");
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GLchar infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("%s",infoLog);
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}
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glValidateProgram(program);
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glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
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if (!status) {
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printf("Error validating program: ");
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GLchar infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("%s",infoLog);
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}
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TriangleRect triangleVertices[1];
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createCenterRect(&triangleVertices[0], 0.0f, 0.0f, 1.5f, 0.1f);
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GLuint triangleVertexBufferObject;
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glGenBuffers(1, &triangleVertexBufferObject);
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glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
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glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// create vertex array object
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
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glVertexAttribPointer(
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0,
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2,
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GL_FLOAT,
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GL_FALSE,
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sizeof(Point),
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0
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);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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1,
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1,
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GL_FLOAT,
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GL_FALSE,
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sizeof(Point),
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(GLvoid*)(2 * sizeof(GLfloat))
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);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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}
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void draw(void) {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, NUM_TRIANGLES * 3);
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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int main(void) {
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printf("Hello World!\n");
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow *window = glfwCreateWindow(800, 600, "Computergrafik 1", NULL, NULL);
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if (!window) {
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printf("Failed to create window\n");
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glfwTerminate();
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return -1;
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwMakeContextCurrent(window);
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glewInit();
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init();
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while (!glfwWindowShouldClose(window)) {
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draw();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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} |