working first window with vertex+fragment

This commit is contained in:
2025-09-11 00:12:19 +02:00
parent a202b3ed87
commit feb338673a
9 changed files with 6434 additions and 8 deletions
+89 -2
View File
@@ -5,8 +5,42 @@
#include <stdlib.h>
#include <string.h>
#include "linmath.h"
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
typedef struct Vertex {
vec2 pos;
} Vertex;
static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
{{1.0f, 1.0f}}, {{0.0f, 0.0f}},
{{1.0f, 1.0f}}, {{1.0f, 0.0f}}};
static const char *vertex_shader_text =
"#version 330\n"
"uniform mat4 mvp;\n"
"in vec2 vPos;\n"
"out vec2 vUV;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vec4(vPos, 0.0, 1.0);\n"
" vUV = vPos;\n"
"}\n";
static const char *fragment_shader_text =
"#version 330\n"
"uniform float iTime;\n"
"in vec2 vUV;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(vUV.x, vUV.y, abs(sin(iTime)), 1.0);\n"
"}\n";
void error_callback(int error, const char *description) {
fprintf(stderr, "Error %d: %s\n", error, description);
}
@@ -20,29 +54,82 @@ static void key_callback(GLFWwindow *window, int key, int scancode, int action,
void forge_run(parameters params) {
GLFWwindow *window;
glfwSetErrorCallback(error_callback);
fprintf(stdout, "[GLFW] %s\n", glfwGetVersionString());
if (!glfwInit()) {
fprintf(stderr, "[GLFW] Initialization failed\n");
exit(1);
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(640, 480, PACKAGE " " VERSION, NULL, NULL);
if (!window) {
fprintf(stderr, "[GLFW] Window or context creation failed\n");
glfwTerminate();
exit(1);
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSetKeyCallback(window, key_callback);
glfwSwapInterval(1);
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
const GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
const GLint mvp_location = glGetUniformLocation(program, "mvp");
const GLint itime_location = glGetUniformLocation(program, "iTime");
const GLint vpos_location = glGetAttribLocation(program, "vPos");
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void *)offsetof(Vertex, pos));
while (!glfwWindowShouldClose(window)) {
int width, height;
glfwGetFramebufferSize(window, &width, &height);
const float ratio = width / (float)height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4 m, p, mvp;
mat4x4_identity(m);
// mat4x4_rotate_Z(m, m, (float) glfwGetTime());
mat4x4_ortho(p, 0, ratio, 0.0f, 1.0f, 1.0f, 0.0f);
mat4x4_mul(mvp, p, m);
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glUniform1f(itime_location, (const GLfloat)glfwGetTime());
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(window);
glfwPollEvents();
}