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/* | |
Compilation (macOS): | |
gcc test.c -o test -lglfw -framework OpenGL -Wno-deprecated-declarations | |
*/ | |
#include <stdio.h> | |
#include <glad/glad.h> | |
#include <GLFW/glfw3.h> | |
const char *vertex_shader_str = | |
"#version 330 core\n" | |
"layout(location = 0) in vec4 position;\n" | |
"layout(location = 1) in vec3 color;\n" | |
"out vec3 ourColor;\n" | |
"void main() {\n" | |
" ourColor = color;\n" | |
" gl_Position = position;\n" | |
"}\0"; | |
const char *fragment_shader_str = | |
"#version 330 core\n" | |
"out vec4 color;\n" | |
"in vec3 ourColor;\n" | |
"void main() {\n" | |
" color = vec4(ourColor, 1.0f);\n" | |
"}\0"; | |
unsigned int compile_shader(unsigned int type, const char* code) { | |
unsigned int shader = glCreateShader(type); | |
glShaderSource(shader, 1, &code, NULL); | |
glCompileShader(shader); | |
int success; | |
char info_log[512]; | |
glGetShaderiv(shader, GL_COMPILE_STATUS, &success); | |
if (!success) { | |
glGetShaderInfoLog(shader, 512, NULL, info_log); | |
printf("%s", info_log); | |
return 0; | |
} | |
return shader; | |
} | |
unsigned int create_shader(const char* vertex_shader_str, const char* fragment_shader_str) { | |
unsigned int program = glCreateProgram(); | |
unsigned int vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_str); | |
unsigned int fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_str); | |
if (vertex_shader == 0 || fragment_shader == 0) | |
return 0; | |
glAttachShader(program, vertex_shader); | |
glAttachShader(program, fragment_shader); | |
glLinkProgram(program); | |
glValidateProgram(program); | |
int success; | |
char info_log[512]; | |
glGetProgramiv(program, GL_LINK_STATUS, &success); | |
if (!success) { | |
glGetProgramInfoLog(program, 512, NULL, info_log); | |
printf("%s", info_log); | |
return 0; | |
} | |
glDeleteShader(vertex_shader); | |
glDeleteShader(fragment_shader); | |
return program; | |
} | |
int main(void) | |
{ | |
GLFWwindow* window; | |
if (!glfwInit()) | |
return -1; | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | |
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | |
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); | |
if (!(window = glfwCreateWindow(480, 480, "Hello Triangle", NULL, NULL))) { | |
glfwTerminate(); | |
return -1; | |
} | |
glfwMakeContextCurrent(window); | |
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { | |
printf("Failed to initialize GLAD\n"); | |
return -1; | |
} | |
float vertices[] = { | |
// positions // colors | |
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right | |
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left | |
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top | |
}; | |
unsigned int VBO, VAO; | |
glGenVertexArrays(1, &VAO); | |
glGenBuffers(1, &VBO); | |
glBindVertexArray(VAO); | |
glBindBuffer(GL_ARRAY_BUFFER, VBO); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); | |
glEnableVertexAttribArray(0); | |
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float))); | |
glEnableVertexAttribArray(1); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
glBindVertexArray(0); | |
unsigned int program; | |
if ((program = create_shader(vertex_shader_str, fragment_shader_str)) == 0) { | |
return -1; | |
} | |
glUseProgram(program); | |
while (!glfwWindowShouldClose(window)) { | |
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glBindVertexArray(VAO); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glfwSwapBuffers(window); | |
glfwPollEvents(); | |
} | |
glfwTerminate(); | |
return 0; | |
} |
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