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glfw_triangles.c
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glfw_triangles.c
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/*
Reuse vertices on multiple triangles via vertex indices.
*/
#include "common.h"
static const GLuint WIDTH = 512;
static const GLuint HEIGHT = 512;
/* ourColor is passed on to the fragment shader. */
static const GLchar *vertex_shader_source =
"#version 330 core\n"
"in vec3 position;\n"
"in vec3 color;\n"
"out vec3 ourColor;\n"
"void main() {\n"
" gl_Position = vec4(position, 1.0f);\n"
" ourColor = color;\n"
"}\n";
static const GLchar *fragment_shader_source =
"#version 330 core\n"
"in vec3 ourColor;\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(ourColor, 1.0f);\n"
"}\n";
static const 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,
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f,
};
static const GLuint indices[] = {
/* First triangle. */
0, 1, 3,
/* Second triangle. */
1, 2, 3,
};
int main(void) {
GLint attribute_position, attribute_color;
GLuint ebo, program, vbo, vao;
/* Window system. */
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
/* Shader program. */
program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
attribute_position = glGetAttribLocation(program, "position");
attribute_color = glGetAttribLocation(program, "color");
/* vbo */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* ebo */
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
/* Buffer setup. */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(attribute_position, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(attribute_position);
/* Color attribute */
glVertexAttribPointer(attribute_color, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(attribute_color);
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);
/* glDrawElements must be used instead of glDrawArrays. TODO where is that documented? */
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
/* Main loop. */
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
}
/* Cleanup. */
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
glfwTerminate();
return EXIT_SUCCESS;
}