gravity/main.c
2023-10-14 18:24:51 +02:00

238 lines
5.8 KiB
C

#include <stdio.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <unistd.h>
#include <cglm/cglm.h>
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;
}