Main: implement basic 'Hello Triangle' example

This commit is contained in:
0xdeadbeer 2023-10-11 22:25:22 +02:00
parent c9be7756eb
commit 96bec2f189
4 changed files with 184 additions and 6 deletions

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@ -1,7 +1,14 @@
cmake_minimum_required(VERSION 3.25)
project(ssts C)
add_executable(${PROJECT_NAME} main.c)
set(SOURCE_FILES main.c)
set(HEADER_FILES )
set(SHADER_FILES shader.vert shader.frag)
foreach(SHADER IN LISTS SHADER_FILES)
configure_file(${SHADER} ${CMAKE_CURRENT_BINARY_DIR} COPYONLY)
endforeach()
add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES} ${SHADER_FILES})
# We need a CMAKE_DIR with some code to find external dependencies
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
@ -9,7 +16,8 @@ set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(GLEW REQUIRED)
find_package(assimp REQUIRED)
include_directories(${PROJECT_NAME} ${OPENGL_INCLUDE_DIRS} ${GLUT_INCLUDE_DIRS} ${GLEW_INCLUDE_DIRS})
include_directories(${PROJECT_NAME} ${OPENGL_INCLUDE_DIRS} ${GLUT_INCLUDE_DIRS} ${GLEW_INCLUDE_DIRS} ${ASSIMP_INCLUDE_DIRS})
target_link_libraries(${PROJECT_NAME} ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${GLEW_LIBRARIES})
target_link_libraries(${PROJECT_NAME} ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${GLEW_LIBRARIES} ${ASSIMP_LIBRARIES})

166
main.c
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@ -2,17 +2,175 @@
#include <GL/glew.h>
#include <GL/freeglut.h>
int main(int argc, char **argv) {
unsigned int vao;
unsigned int vbo;
unsigned int shader_program;
unsigned int vertex_shader;
unsigned int fragment_shader;
const char *vertex_shader_location = "./shader.vert";
const char *fragment_shader_location = "./shader.frag";
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
int load_shader(const char *path, unsigned int shader) {
FILE *fp = fopen(path, "r");
int len = 0;
char *ftext;
if (fp == NULL) {
fprintf(stderr, "Error: Cannot open file '%s'\n", path);
return -1;
}
fseek(fp, 0L, SEEK_END);
len = ftell(fp);
if (len == -1) {
fprintf(stderr, "Error: Cannot fetch length of file '%s'\n", path);
return -1;
}
fseek(fp, 0L, SEEK_SET);
ftext = (char *) malloc(len);
if (ftext == NULL) {
fprintf(stderr, "Error: Cannot allocate enough memory for file's contents '%s'\n", path);
return -1;
}
fread(ftext, sizeof(char), len, fp);
fclose(fp);
glShaderSource(shader, 1, (const char **) &ftext, &len);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE) {
int log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
char log[log_length];
glGetShaderInfoLog(shader, log_length, NULL, log);
fprintf(stderr, "Shader Compilation Error: %s\n", log);
return -1;
}
// RUD
free(ftext);
return 0;
}
int setup() {
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
if (load_shader(vertex_shader_location, vertex_shader) == -1) {
return -1;
}
if (load_shader(fragment_shader_location, fragment_shader) == -1) {
return -1;
}
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
int success;
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (success != GL_TRUE) {
int log_length;
glGetProgramiv(shader_program, GL_INFO_LOG_LENGTH, &log_length);
char log[log_length];
glGetProgramInfoLog(shader_program, log_length, NULL, log);
fprintf(stderr, "Shader Compilation Error: %s\n", log);
return -1;
}
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
// RUD
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return 0;
}
int post_setup() {
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case '\x1B':
{
exit(EXIT_SUCCESS);
break;
}
}
}
void display() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutCreateWindow("Simple Space Time Simulator");
GLenum err = glewInit();
if (err != GLEW_OK) {
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return EXIT_FAILURE;
}
fprintf(stdout, "Status: using with GLEW %s\n", glewGetString(GLEW_VERSION));
glutKeyboardFunc(&keyboard);
glutDisplayFunc(&display);
if (setup() == -1) {
fprintf(stderr, "Error: Failed to setup\n");
return -1;
}
fprintf(stdout, "Status: using GLEW %s\n", glewGetString(GLEW_VERSION));
return 0;
if (post_setup() == -1) {
fprintf(stderr, "Error: Failed to post-setup\n");
return -1;
}
glutMainLoop();
return EXIT_SUCCESS;
}

6
shader.frag Normal file
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@ -0,0 +1,6 @@
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}

6
shader.vert Normal file
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@ -0,0 +1,6 @@
#version 330 core
layout (location = 0) in vec3 pos;
void main() {
gl_Position = vec4(pos.x, pos.y, pos.z, 1.0f);
}