#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
// Draw rectangle:
/*
// vertex.shader
#version 410 core
layout(location = 0) in vec4 position;
void main() {
gl_Position = position;
}
*/
/*
// fragment.shader
#version 410 core
layout(location = 0) out vec4 color;
uniform vec4 uColor;
void main() {
color = uColor;
};
*/
// An old way to handle errors
#define ASSERT(x) if (!(x)) __debugbreak();
#define GLErr(s) GLClearErros();\
s;\
ASSERT(GLCheckError(#s, __FILE__, __LINE__))
char vertexShader[128] = "";
char fragmentShader[128] = "";
static void GLClearErros() {
while (glGetError() != GL_NO_ERROR);
}
static bool GLCheckError(const char *function, const char *file, int line) {
GLenum error;
while (error = glGetError()) {
printf("OpenGL error code: %d Function: %s File: %s Line: %d\n", error, function, file, line);
return false;
}
return true;
}
static void ParseShaders() {
FILE* fp = NULL;
char vertex[32] = "vertex.shader";
if (fopen_s(&fp, vertex, "r") != 0) {
printf("Cannot open input file.\n");
}
else {
int i = 0;
while (!feof(fp)) {
vertexShader[i++] = fgetc(fp);
}
vertexShader[--i] = '\0';
fclose(fp);
}
char fragment[32] = "fragment.shader";
if (fopen_s(&fp, fragment, "r") != 0) {
printf("Cannot open input file.\n");
}
else {
int i = 0;
while (!feof(fp)) {
fragmentShader[i++] = fgetc(fp);
}
fragmentShader[--i] = '\0';
fclose(fp);
}
}
static unsigned int CompileShader(unsigned int type, const char* source) {
unsigned int id = glCreateShader(type);
glShaderSource(id, 1, &source, NULL);
glCompileShader(id);
int ivresult;
glGetShaderiv(id, GL_COMPILE_STATUS, &ivresult);
if (ivresult == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* errormessage = (char*)malloc(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, errormessage);
printf("Failed to compile the %s shader!\n", (type == GL_VERTEX_SHADER ? "vertex" : "fragment"));
printf("%s\n", errormessage);
free(errormessage);
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const char* vertexShader, const char* fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
//ParseShaders();
if (!glfwInit()) {
printf("glfwInit() Error!");
return -1;
}
// Use OpenGL 4.4
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
if (glewInit() != GLEW_OK) {
printf("glewInit() Error!");
return -1;
}
float positions[] = {
-0.4f, -0.4f, // 0
0.4f, -0.4f, // 1
0.4f, 0.4f, // 2
-0.4f, 0.4f, // 3
};
unsigned int index_buffer[] = {
0, 1, 2,
2, 3, 0
};
unsigned int vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 4 * 2 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
unsigned int ibuffer;
glGenBuffers(1, &ibuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), index_buffer, GL_STATIC_DRAW);
ParseShaders();
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
GLErr(int location = glGetUniformLocation(shader, "uColor"));
ASSERT(location != -1);
GLErr(glUniform4f(location, 2.9f, 1.7f, 0.5f, 1.0f));
glClearColor(0.752941f, 0.752941f, 0.752941f, 1.0f);
glBindVertexArray(0);
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
float red = 0.0f, i = 0.07f;
while (!glfwWindowShouldClose(window)) {
GLErr(glClear(GL_COLOR_BUFFER_BIT));
glUseProgram(shader);
GLErr(glUniform4f(location, red, 1.7f, 0.5f, 1.0f));
glBindVertexArray(vertex_array);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuffer);
GLErr(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL));
if (red > 1.4f)
i = -0.07f;
else if (red < 0.0f)
i = 0.07f;
red += i;
GLErr(glfwSwapBuffers(window));
GLErr(glfwPollEvents());
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
/*
run:
*/