Main: implement basic 'Hello Triangle' example
This commit is contained in:
parent
c9be7756eb
commit
96bec2f189
|
@ -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})
|
164
main.c
164
main.c
|
@ -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));
|
||||
if (post_setup() == -1) {
|
||||
fprintf(stderr, "Error: Failed to post-setup\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
glutMainLoop();
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
|
6
shader.frag
Normal file
6
shader.frag
Normal file
|
@ -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
6
shader.vert
Normal file
|
@ -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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user