#include #include #include #include #include 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[] = { // 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 }; 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 load_shaders() { glDeleteProgram(shader_program); shader_program = glCreateProgram(); // create and load new shaders 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; } 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; } glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); return 0; } float degs = 0; void display() { mat4 model; vec3 model_axis = {0.5f, 0.5f, 0.5f}; mat4 view; vec3 view_translate = {0.0f, 0.0f, -3.0f}; mat4 projection; GLint viewport[4]; // viewport: x, y, width, height GLint model_uniform; GLint view_uniform; GLint projection_uniform; glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glGetIntegerv(GL_VIEWPORT, viewport); glm_mat4_identity(model); glm_rotate(model, glm_rad((float) degs ), model_axis); degs += 0.01f; model_uniform = glGetUniformLocation(shader_program, "model"); glUniformMatrix4fv(model_uniform, 1, GL_FALSE, (float *) model); glm_mat4_identity(view); glm_translate(view, view_translate); view_uniform = glGetUniformLocation(shader_program, "view"); glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view); glm_mat4_identity(projection); glm_perspective(glm_rad(45.0f), (float)viewport[2]/(float)viewport[3], 0.01f, 100.0f, projection); projection_uniform = glGetUniformLocation(shader_program, "projection"); glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection); glUseProgram(shader_program); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0, 3); glutSwapBuffers(); glutPostRedisplay(); } void keyboard(unsigned char key, int x, int y) { switch (key) { case '\x1B': { exit(EXIT_SUCCESS); break; } case 'r': case 'R': if (load_shaders() != 0) { fprintf(stderr, "Error: reloading shaders\n"); exit(EXIT_FAILURE); } fprintf(stdout, "Status: successfully reloaded shaders\n"); break; default: break; } } int setup() { if (load_shaders() != 0) { fprintf(stderr, "Error: loading shaders\n"); return -1; } glGenVertexArrays(1, &vao); glGenBuffers(1, &vbo); return 0; } void 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, 6 * sizeof(float), (void*) 0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *) (3 * sizeof(float))); glEnableVertexAttribArray(1); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } 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; } post_setup(); glutMainLoop(); return EXIT_SUCCESS; }