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2_hello_triangles_main.c
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343 lines (269 loc) · 9.69 KB
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//
// hello_triangles_main.c
// OpenGLTutorial
//
// Created by Robby Tong on 12/23/18.
// Copyright © 2018 Robby Tong. All rights reserved.
//
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <assert.h>
#include <string.h>
#include <stdlib.h>
struct DrawableArrays
{
GLuint vertex_buffer_object;
GLuint vertex_attrib_object;
GLuint shader_program;
};
struct DrawableElements
{
GLuint element_buffer_object;
GLuint vertex_buffer_object;
GLuint vertex_attrib_object;
GLuint shader_program;
};
static void framebuffer_size_callback(GLFWwindow * window, int width, int height);
static void processInput(GLFWwindow * window);
static void initialize_triangle(struct DrawableArrays * triangle);
static void read_shader_file(const char * filename, char * buffer, size_t len);
static GLuint compile_shader_source(const char * filename, GLenum shader_source_type);
static GLuint link_shaders_to_program(GLuint vertex_shader, GLuint fragment_shader);
static GLuint load_shader_program(void);
static void draw_triangle(struct DrawableArrays * obj);
static void initialize_rectangle(struct DrawableElements * obj);
static void draw_rectangle(struct DrawableElements * obj);
int main(int argc, const char * argv[])
{
// initialize glfw windowing framework
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow * window;
window = glfwCreateWindow(800, 600, "2_HelloTriangle", NULL, NULL);
if(window == NULL)
{
printf("Failed to create GLFW window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
printf("Successfully initialized glfw!\n");
// initialize glad function pointer manager
if(0 == gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
printf("Failed to initialize GLAD\n");
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// now we can talk to opengl
glViewport(0, 0, 800, 600);
// dark green bluish background
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
struct DrawableArrays triangle = {0};
initialize_triangle(&triangle);
struct DrawableElements rectangle = {0};
initialize_rectangle(&rectangle);
while(GLFW_FALSE == glfwWindowShouldClose(window))
{
// input
processInput(window);
// rendering commands here
glClear(GL_COLOR_BUFFER_BIT);
draw_triangle(&triangle);
draw_rectangle(&rectangle);
// check and call events and swap the buffers
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
/**
* Called when the framebuffer of the window has changed - window resize
*/
static void framebuffer_size_callback(GLFWwindow * window, int width, int height)
{
glViewport(0, 0, width, height);
}
/**
* Called at the beginning of each frame refresh iteration to check user input.
*/
static void processInput(GLFWwindow * window)
{
if(GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE))
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
static void draw_triangle(struct DrawableArrays * obj)
{
glUseProgram(obj->shader_program);
glBindVertexArray(obj->vertex_attrib_object);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
static void draw_rectangle(struct DrawableElements * obj)
{
glUseProgram(obj->shader_program);
glBindVertexArray(obj->vertex_attrib_object);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
static void initialize_rectangle(struct DrawableElements * obj)
{
GLfloat vertices[] =
{
0.5, 0.5, 0.0, // top right
0.5,-0.5, 0.0, // bot right
-0.5,-0.5, 0.0, // bot left
-0.5, 0.5, 0.0, // top left
};
GLuint indecies[] =
{
0, 1, 3, // first triangle
1, 2, 3, // second triangle
};
GLuint shader_program;
GLuint vao;
GLuint vbo;
GLuint ebo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indecies), indecies, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(/*vertex attr index*/ 0,
/*num components*/ 3,
/*data ype*/ GL_FLOAT,
/*normalized*/ GL_FALSE,
/*stride*/ sizeof(float) * 3,
/*offset*/ (void*) 0);
shader_program = load_shader_program();
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
obj->vertex_attrib_object = vao;
obj->vertex_buffer_object = vbo;
obj->element_buffer_object = ebo;
obj->shader_program = shader_program;
}
/**
* Called at program initialization once to load the vertices into the GPU.
*/
static void initialize_triangle(struct DrawableArrays * obj)
{
float vertices[] =
{
-0.5f, -0.5f, +0.0f,
+0.5f, -0.5f, +0.0f,
+0.0f, +0.5f, +0.0f,
};
// Create vertex attribute object.
glGenVertexArrays(1, &obj->vertex_attrib_object);
// Bind the newly created object so subsequent operations are performed on it.
glBindVertexArray(obj->vertex_attrib_object);
glGenBuffers(1, &obj->vertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, obj->vertex_buffer_object);
// After binding vertex_buffer_object to GL_ARRAY_BUFFER, any calls made
// using GL_ARRAY_BUFFER as the target will affect the bound buffer -
// vertex_buffer_object.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// load and compile the vertex and fragment shaders
obj->shader_program = load_shader_program();
glEnableVertexAttribArray(0);
glVertexAttribPointer(/*vertex attr index*/ 0,
/*num components*/ 3,
/*data ype*/ GL_FLOAT,
/*normalized*/ GL_FALSE,
/*stride*/ sizeof(float) * 3,
/*offset*/ (void*) 0);
// unbind the attribute from the target.
glBindVertexArray(0);
// unbind the buffer from the target.
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static GLuint load_shader_program(void)
{
GLuint vertex_shader;
GLuint fragment_shader;
GLuint shader_program;
char vertex_shader_filename[] =
"/Users/robbytong/Documents/OpenGL/Tutorials/LearnOpenGL/XCode/2_hello_triangles_vertex_shader.fsh";
vertex_shader = compile_shader_source(vertex_shader_filename, GL_VERTEX_SHADER);
char fragment_shader_filename[] =
"/Users/robbytong/Documents/OpenGL/Tutorials/LearnOpenGL/XCode/2_hello_triangles_fragment_shader.fsh";
fragment_shader = compile_shader_source(fragment_shader_filename, GL_FRAGMENT_SHADER);
shader_program = link_shaders_to_program(vertex_shader, fragment_shader);
// delete shader objects once we've linked them into the program
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return shader_program;
}
static GLuint link_shaders_to_program(GLuint vertex_shader, GLuint fragment_shader)
{
GLuint shader_program;
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
char info_log[512] = {0};
GLint success;
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if(0 == success)
{
glGetProgramInfoLog(shader_program, sizeof(info_log), NULL, info_log);
printf("------------------\n");
printf("PROGRAM LINK ERROR\n");
printf("------------------\n");
printf("%s\n", info_log);
exit(-1);
}
printf("Program link success!\n");
return shader_program;
}
static GLuint compile_shader_source(const char * filename, GLenum shader_source_type)
{
GLuint shader_id;
GLchar info_log[512];
GLchar shader_source[512];
read_shader_file(filename, shader_source, sizeof(shader_source));
shader_id = glCreateShader(shader_source_type);
const GLchar * shader_source_ptr = shader_source;
glShaderSource(shader_id, 1, &shader_source_ptr, NULL);
glCompileShader(shader_id);
GLint success;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &success);
if(0 == success)
{
glGetShaderInfoLog(shader_id, sizeof(info_log), NULL, info_log);
printf("------------------------\n");
printf("SHADER COMPILATION ERROR\n");
printf("------------------------\n");
printf("%s\n", info_log);
exit(-1);
}
printf("Compile success!\n");
return shader_id;
}
static void read_shader_file(const char * filename, char * buffer, size_t len)
{
FILE * shader_file = fopen(filename, "r");
assert(shader_file != NULL);
memset(buffer, 0, len);
size_t bytes_read = fread(buffer, len, 1, shader_file);
assert(bytes_read <= len);
printf("--------------------\n");
printf("SHADER FILE CONTENTS\n");
printf("--------------------\n");
printf("%s\n", buffer);
}