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- #include <stdio.h>
- #include <math.h>
- #include <GL/gl3w.h>
- #include <GLFW/glfw3.h>
- #include <glm/vec3.hpp>
- #include <glm/mat4x4.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtc/type_ptr.hpp>
- GLuint rendering_program;
- GLuint vertex_array_object;
- GLuint buffer;
- GLuint colorbuffer;
- GLint mv_location;
- GLint proj_location;
- float aspect;
- glm::mat4 mv_matrix;
- glm::mat4 proj_matrix;
- void error_callback(int error, const char* description) {
- fprintf(stderr, "Error: %s\n", description);
- }
- static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- }
- static void resize_callback(GLFWwindow* window, int width, int height) {
- glViewport(0, 0, width, height);
- aspect = (float) width / (float) height;
- proj_matrix = glm::perspective(glm::radians(50.0f), aspect, 0.1f, 1000.0f);
- }
- GLuint compile_shaders(void) {
- GLuint vertex_shader;
- GLuint fragment_shader;
- GLuint program;
- static const GLchar * vertex_shader_source[] = {
- "#version 330 core \n"
- "in vec4 position;"
- "in vec4 vertexColor;"
- "out vec4 color1;"
- "uniform mat4 mv_matrix;"
- "uniform mat4 proj_matrix;"
- "void main(void) {"
- " gl_Position = proj_matrix * mv_matrix * (position + gl_InstanceID + vec4(1,0,0,0));"
- "color1=vertexColor;"
- "}"
- };
- static const GLchar * fragment_shader_source[] = {
- "#version 330 core \n"
- "in vec4 color1;"
- "out vec4 color;"
- "void main(void) {"
- " color = color1;"
- "}"
- };GLuint colorbuffer;
- vertex_shader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
- glCompileShader(vertex_shader);
- fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
- glCompileShader(fragment_shader);
- program = glCreateProgram();
- glAttachShader(program, vertex_shader);
- glAttachShader(program, fragment_shader);
- glLinkProgram(program);
- glDeleteShader(vertex_shader);
- glDeleteShader(fragment_shader);
- return program;
- }
- void startup() {
- rendering_program = compile_shaders();
- glCreateVertexArrays(1, &vertex_array_object);
- glBindVertexArray(vertex_array_object);
- static const GLfloat vertex_positions[] = {
- -0.25f, 0.25f, -0.25f,
- -0.25f, -0.25f, -0.25f,
- 0.25f, -0.25f, -0.25f,
- 0.25f, -0.25f, -0.25f,
- 0.25f, 0.25f, -0.25f,
- -0.25f, 0.25f, -0.25f,
- 0.25f, -0.25f, -0.25f,
- 0.25f, -0.25f, 0.25f,
- 0.25f, 0.25f, -0.25f,
- 0.25f, -0.25f, 0.25f,
- 0.25f, 0.25f, 0.25f,
- 0.25f, 0.25f, -0.25f,
- 0.25f, -0.25f, 0.25f,
- -0.25f, -0.25f, 0.25f,
- 0.25f, 0.25f, 0.25f,
- -0.25f, -0.25f, 0.25f,
- -0.25f, 0.25f, 0.25f,
- 0.25f, 0.25f, 0.25f,
- -0.25f, -0.25f, 0.25f,
- -0.25f, -0.25f, -0.25f,
- -0.25f, 0.25f, 0.25f,
- -0.25f, -0.25f, -0.25f,
- -0.25f, 0.25f, -0.25f,
- -0.25f, 0.25f, 0.25f,
- -0.25f, -0.25f, 0.25f,
- 0.25f, -0.25f, 0.25f,
- 0.25f, -0.25f, -0.25f,
- 0.25f, -0.25f, -0.25f,
- -0.25f, -0.25f, -0.25f,
- -0.25f, -0.25f, 0.25f,
- -0.25f, 0.25f, -0.25f,
- 0.25f, 0.25f, -0.25f,
- 0.25f, 0.25f, 0.25f,
- 0.25f, 0.25f, 0.25f,
- -0.25f, 0.25f, 0.25f,
- -0.25f, 0.25f, -0.25f
- };
- glGenBuffers(1, &buffer);
- glBindBuffer(GL_ARRAY_BUFFER, buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions), vertex_positions, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
- glEnableVertexAttribArray(0);
- static const GLfloat g_color_buffer_data[] = {
- 0.583f, 0.771f, 0.014f, 0.014f,
- 0.609f, 0.115f, 0.436f, 0.014f,
- 0.327f, 0.483f, 0.844f, 0.014f,
- 0.822f, 0.569f, 0.201f, 0.014f,
- 0.435f, 0.602f, 0.223f, 0.014f,
- 0.310f, 0.747f, 0.185f, 0.014f,
- 0.597f, 0.770f, 0.761f, 0.014f,
- 0.559f, 0.436f, 0.730f, 0.014f,
- 0.359f, 0.583f, 0.152f,0.014f,
- 0.483f, 0.596f, 0.789f,0.014f,
- 0.559f, 0.861f, 0.639f,0.014f,
- 0.195f, 0.548f, 0.859f,0.014f,
- 0.014f, 0.184f, 0.576f,0.0140f,
- 0.771f, 0.328f, 0.970f,0.014f,
- 0.406f, 0.615f, 0.116f,0.014f,
- 0.676f, 0.977f, 0.133f,0.014f,
- 0.971f, 0.572f, 0.833f,0.014f,
- 0.140f, 0.616f, 0.489f,0.014f,
- 0.997f, 0.513f, 0.064f,0.014f,
- 0.945f, 0.719f, 0.592f,0.014f,
- 0.543f, 0.021f, 0.978f,0.014f,
- 0.279f, 0.317f, 0.505f,0.014f,
- 0.167f, 0.620f, 0.077f,0.014f,
- 0.347f, 0.857f, 0.137f,0.014f,
- 0.055f, 0.953f, 0.042f,0.014f,
- 0.714f, 0.505f, 0.345f,0.014f,
- 0.783f, 0.290f, 0.734f,0.014f,
- 0.722f, 0.645f, 0.174f,0.014f,
- 0.302f, 0.455f, 0.848f,0.014f,
- 0.225f, 0.587f, 0.040f,0.014f,
- 0.517f, 0.713f, 0.338f,0.014f,
- 0.053f, 0.959f, 0.120f,0.014f,
- 0.393f, 0.621f, 0.362f,0.014f,
- 0.673f, 0.211f, 0.457f,0.014f,
- 0.820f, 0.883f, 0.371f,0.014f,
- 0.982f, 0.099f, 0.879f,0.014f,
- };
- glGenBuffers(1, &colorbuffer);
- glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
- glEnable(GL_CULL_FACE);
- glFrontFace(GL_CW);
- }
- void shutdown() {
- glDeleteVertexArrays(1, &vertex_array_object);
- glDeleteProgram(rendering_program);
- glDeleteBuffers(1, &buffer);
- }
- void render(double currentTime) {
- float f = (float) currentTime * (float) M_PI * 0.1f;
- glm::mat4 I = glm::mat4(1.0f);
- mv_matrix = (
- glm::translate(I, glm::vec3((float) sin(f)*0.5, (float) cos(f)*0.5, -2.0f))
- );
- mv_matrix = glm::rotate(mv_matrix, 4*f, glm::vec3(0.5f, 0.5f, 1.0f));
- const GLfloat color[] = {
- (float) sin(currentTime) * 0.5f + 0.5f,
- (float) cos(currentTime) * 0.5f + 0.5f,
- 0.0f,
- 1.0f
- };
- glClearBufferfv(GL_COLOR, 0, color);
- glUseProgram(rendering_program);
- mv_location = glGetUniformLocation(rendering_program, "mv_matrix");
- proj_location = glGetUniformLocation(rendering_program, "proj_matrix");
- glUniformMatrix4fv(mv_location, 1, GL_FALSE, glm::value_ptr(mv_matrix));
- glUniformMatrix4fv(proj_location, 1, GL_FALSE, glm::value_ptr(proj_matrix));
- glDrawArraysInstanced(GL_TRIANGLES, 0, 36, 20);
- // for(int i = 0; i < 10; i++) {
- // mv_matrix = (
- // glm::translate(I, glm::vec3((float) cos(f)*i/10, (float) sin(f)*i/10, -2.0f))
- // );
- // mv_matrix = glm::rotate(mv_matrix, 4*f, glm::vec3(0.5f, 0.5f, 1.0f));
- // glUniformMatrix4fv(mv_location, 1, GL_FALSE, glm::value_ptr(mv_matrix));
- // glUniformMatrix4fv(proj_location, 1, GL_FALSE, glm::value_ptr(proj_matrix));
- // glDrawArrays(GL_TRIANGLES, 0, 36);
- // }
- }
- int main(void) {
- GLFWwindow* window;
- glfwSetErrorCallback(error_callback);
- if(! glfwInit())
- return -1;
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- proj_matrix = glm::perspective(glm::radians(50.0f), 800/600.0f, 0.1f, 1000.0f);
- window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
- if(! window) {
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- if(gl3wInit()) {
- fprintf(stderr, "failed to initialize OpenGL\n");
- return -1;
- }
- if(! gl3wIsSupported(3, 3)) {
- fprintf(stderr, "OpenGL 3.3 not supported\n");
- return -1;
- }
- printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION),
- glGetString(GL_SHADING_LANGUAGE_VERSION));
- glfwSetKeyCallback(window, key_callback);
- glfwSetWindowSizeCallback(window, resize_callback);
- glfwSwapInterval(1);
- startup();
- while(!glfwWindowShouldClose(window)){
- render(glfwGetTime());
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- shutdown();
- glfwDestroyWindow(window);
- glfwTerminate();
- return 0;
- }
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