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glfw_color_array.c
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glfw_color_array.c
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/*
One color per vertex, taken from the same array as the vertices.
Color interpolation on the fragment shader is automatic.
http://stackoverflow.com/questions/6733934/what-does-immediate-mode-mean-in-opengl
*/
#include "common.h"
static const GLuint WIDTH = 512;
static const GLuint HEIGHT = 512;
/* fragColor is passed on to the fragment shader. */
static const GLchar *vertex_shader_source =
"#version 330 core\n"
"in vec3 position;\n"
"in vec3 vertColor;\n"
"out vec3 fragColor;\n"
"void main() {\n"
" gl_Position = vec4(position, 1.0f);\n"
" fragColor = vertColor;\n"
"}\n";
static const GLchar *fragment_shader_source =
"#version 330 core\n"
"in vec3 fragColor;\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(fragColor, 1.0f);\n"
"}\n";
static GLfloat vertices[] = {
/* Positions Colors */
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
};
int main(void) {
GLFWwindow *window;
GLint attribute_vertColor, attribute_position;
GLuint program, vbo, vao;
/* Window system. */
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
/* Shader setup. */
program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
attribute_position = glGetAttribLocation(program, "position");
attribute_vertColor = glGetAttribLocation(program, "vertColor");
/* vbo */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Buffer setup. */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(
attribute_position,
3,
GL_FLOAT,
GL_FALSE,
6 * sizeof(GLfloat),
(GLvoid*)0
);
glEnableVertexAttribArray(attribute_position);
glVertexAttribPointer(
attribute_vertColor,
3,
GL_FLOAT,
GL_FALSE,
6 * sizeof(GLfloat),
(GLvoid*)(3 * sizeof(GLfloat))
);
glEnableVertexAttribArray(attribute_vertColor);
glBindVertexArray(0);
/* Draw. */
glViewport(0, 0, WIDTH, HEIGHT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
/* Main loop. */
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
}
/* Cleanup. */
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteProgram(program);
glfwTerminate();
return EXIT_SUCCESS;
}