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319 lines
48 additions
310 lines
#include <stdlib.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdio.h>
#include <string.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/freeglut.h>
#define WINDOW_TITLE_PREFIX "Chapter 2"
#define WINDOW_TITLE_PREFIX "Chapter 2"
int CurrentWidth = 800,
int CurrentWidth = 800,
CurrentHeight = 600,
CurrentHeight = 600,
WindowHandle = 0;
WindowHandle = 0;
unsigned FrameCount = 0;
unsigned FrameCount = 0;
GLuint
GLuint
VertexShaderId,
VertexShaderId,
FragmentShaderId,
FragmentShaderId,
ProgramId,
ProgramId,
VaoId,
VaoId,
VboId,
VboId,
ColorBufferId;
ColorBufferId;
const GLchar* VertexShader =
const GLchar* VertexShader =
{
{
"#version 400\n"\
"#version 400\n"\
"layout(location=0) in vec4 in_Position;\n"\
"layout(location=0) in vec4 in_Position;\n"\
"layout(location=1) in vec4 in_Color;\n"\
"layout(location=1) in vec4 in_Color;\n"\
"out vec4 ex_Color;\n"\
"out vec4 ex_Color;\n"\
"void main(void)\n"\
"void main(void)\n"\
"{\n"\
"{\n"\
" gl_Position = in_Position;\n"\
" gl_Position = in_Position;\n"\
" ex_Color = in_Color;\n"\
" ex_Color = in_Color;\n"\
"}\n"
"}\n"
};
};
const GLchar* FragmentShader =
const GLchar* FragmentShader =
{
{
"#version 400\n"\
"#version 400\n"\
"in vec4 ex_Color;\n"\
"in vec4 ex_Color;\n"\
"out vec4 out_Color;\n"\
"out vec4 out_Color;\n"\
"void main(void)\n"\
"void main(void)\n"\
"{\n"\
"{\n"\
" out_Color = ex_Color;\n"\
" out_Color = ex_Color;\n"\
"}\n"
"}\n"
};
};
void Initialize(int, char*[]);
void Initialize(int, char*[]);
void InitWindow(int, char*[]);
void InitWindow(int, char*[]);
void ResizeFunction(int, int);
void ResizeFunction(int, int);
void RenderFunction(void);
void RenderFunction(void);
void TimerFunction(int);
void TimerFunction(int);
void IdleFunction(void);
void IdleFunction(void);
void Cleanup(void);
void Cleanup(void);
void CreateVBO(void);
void CreateVBO(void);
void DestroyVBO(void);
void DestroyVBO(void);
void CreateShaders(void);
void CreateShaders(void);
void DestroyShaders(void);
void DestroyShaders(void);
int main(int argc, char* argv[])
int main(int argc, char* argv[])
{
{
Initialize(argc, argv);
Initialize(argc, argv);
glutMainLoop();
glutMainLoop();
exit(EXIT_SUCCESS);
exit(EXIT_SUCCESS);
}
}
void Initialize(int argc, char* argv[])
void Initialize(int argc, char* argv[])
{
{
GLenum GlewInitResult;
GLenum GlewInitResult;
InitWindow(argc, argv);
InitWindow(argc, argv);
glewExperimental = GL_TRUE;
GlewInitResult = glewInit();
GlewInitResult = glewInit();
if (GLEW_OK != GlewInitResult) {
if (GLEW_OK != GlewInitResult)
fprintf(
{
stderr,
fprintf(stderr, "ERROR: %s/n", glewGetErrorString(GlewInitResult));
"ERROR: %s\n",
glewGetErrorString(GlewInitResult)
);
exit(EXIT_FAILURE);
exit(EXIT_FAILURE);
}
}
fprintf(
fprintf(
stdout,
stdout,
"INFO: OpenGL Version: %s\n",
"INFO: OpenGL Version: %s\n",
glGetString(GL_VERSION)
glGetString(GL_VERSION)
);
);
CreateShaders();
CreateShaders();
CreateVBO();
CreateVBO();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
}
void InitWindow(int argc, char* argv[])
void InitWindow(int argc, char* argv[])
{
{
glutInit(&argc, argv);
glutInit(&argc, argv);
glutInitContextVersion(4, 0);
glutInitContextVersion(4, 0);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption(
glutSetOption(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
);
glutInitWindowSize(CurrentWidth, CurrentHeight);
glutInitWindowSize(CurrentWidth, CurrentHeight);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
WindowHandle = glutCreateWindow(WINDOW_TITLE_PREFIX);
WindowHandle = glutCreateWindow(WINDOW_TITLE_PREFIX);
if(WindowHandle < 1) {
if (WindowHandle < 1)
{
fprintf(
fprintf(
stderr,
stderr,
"ERROR: Could not create a new rendering window.\n"
"ERROR: Could not create a new rendering window.\n"
);
);
exit(EXIT_FAILURE);
exit(EXIT_FAILURE);
}
}
glutReshapeFunc(ResizeFunction);
glutReshapeFunc(ResizeFunction);
glutDisplayFunc(RenderFunction);
glutDisplayFunc(RenderFunction);
glutIdleFunc(IdleFunction);
glutIdleFunc(IdleFunction);
glutTimerFunc(0, TimerFunction, 0);
glutTimerFunc(0, TimerFunction, 0);
glutCloseFunc(Cleanup);
glutCloseFunc(Cleanup);
}
}
void ResizeFunction(int Width, int Height)
void ResizeFunction(int Width, int Height)
{
{
CurrentWidth = Width;
CurrentWidth = Width;
CurrentHeight = Height;
CurrentHeight = Height;
glViewport(0, 0, CurrentWidth, CurrentHeight);
glViewport(0, 0, CurrentWidth, CurrentHeight);
}
}
void RenderFunction(void)
void RenderFunction(void)
{
{
++FrameCount;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
glutSwapBuffers();
glutPostRedisplay();
glutPostRedisplay();
++FrameCount;
}
}
void IdleFunction(void)
void IdleFunction(void)
{
{
glutPostRedisplay();
glutPostRedisplay();
}
}
void TimerFunction(int Value)
void TimerFunction(int Value)
{
{
if (0 != Value) {
if (0 != Value)
char* TempString = (char*)
{
char * TempString = (char*)
malloc(512 + strlen(WINDOW_TITLE_PREFIX));
malloc(512 + strlen(WINDOW_TITLE_PREFIX));
sprintf(
sprintf(TempString, "%s: %d Frames Per Second @ %d x %d", WINDOW_TITLE_PREFIX, FrameCount * 4, CurrentWidth, CurrentHeight);
TempString,
"%s: %d Frames Per Second @ %d x %d",
WINDOW_TITLE_PREFIX,
FrameCount * 4,
CurrentWidth,
CurrentHeight
);
glutSetWindowTitle(TempString);
glutSetWindowTitle(TempString);
free(TempString);
free(TempString);
}
}
FrameCount = 0;
FrameCount = 0;
glutTimerFunc(250, TimerFunction, 1);
glutTimerFunc(250, TimerFunction, 1);
}
}
void Cleanup(void)
void Cleanup(void)
{
{
DestroyShaders();
DestroyShaders();
DestroyVBO();
DestroyVBO();
}
}
void CreateVBO(void)
void CreateVBO(void)
{
{
GLfloat Vertices[] =
GLfloat Vertices[] =
{
{
-0.8f, -0.8f, 0.0f, 1.0f,
-0.8f, -0.8f, 0.0f, 1.0f,
0.0f, 0.8f, 0.0f, 1.0f,
0.0f, 0.8f, 0.0f, 1.0f,
0.8f, -0.8f, 0.0f, 1.0f
0.8f, -0.8f, 0.0f, 1.0f
};
};
GLfloat Colors[] =
GLfloat Colors[] =
{
{
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f
0.0f, 0.0f, 1.0f, 1.0f
};
};
GLenum ErrorCheckValue = glGetError();
GLenum ErrorCheckValue = glGetError();
glGenVertexArrays(1, &VaoId);
glGenVertexArrays(1, &VaoId);
glBindVertexArray(VaoId);
glBindVertexArray(VaoId);
glGenBuffers(1, &VboId);
glGenBuffers(1, &VboId);
glBindBuffer(GL_ARRAY_BUFFER, VboId);
glBindBuffer(GL_ARRAY_BUFFER, VboId);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &ColorBufferId);
glGenBuffers(1, &ColorBufferId);
glBindBuffer(GL_ARRAY_BUFFER, ColorBufferId);
glBindBuffer(GL_ARRAY_BUFFER, ColorBufferId);
glBufferData(GL_ARRAY_BUFFER, sizeof(Colors), Colors, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(Colors), Colors, GL_STATIC_DRAW);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(1);
ErrorCheckValue = glGetError();
ErrorCheckValue = glGetError();
if (ErrorCheckValue != GL_NO_ERROR)
if (ErrorCheckValue != GL_NO_ERROR)
{
{
fprintf(
fprintf(
stderr,
stderr,
"ERROR: Could not create a VBO: %s \n",
"ERROR: Could not create a VBO: %s \n",
gluErrorString(ErrorCheckValue)
gluErrorString(ErrorCheckValue)
);
);
exit(-1);
exit(-1);
}
}
}
}
void DestroyVBO(void)
void DestroyVBO(void)
{
{
GLenum ErrorCheckValue = glGetError();
GLenum ErrorCheckValue = glGetError();
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &ColorBufferId);
glDeleteBuffers(1, &ColorBufferId);
glDeleteBuffers(1, &VboId);
glDeleteBuffers(1, &VboId);
glBindVertexArray(0);
glBindVertexArray(0);
glDeleteVertexArrays(1, &VaoId);
glDeleteVertexArrays(1, &VaoId);
ErrorCheckValue = glGetError();
ErrorCheckValue = glGetError();
if (ErrorCheckValue != GL_NO_ERROR)
if (ErrorCheckValue != GL_NO_ERROR)
{
{
fprintf(
fprintf(
stderr,
stderr,
"ERROR: Could not destroy the VBO: %s \n",
"ERROR: Could not destroy the VBO: %s \n",
gluErrorString(ErrorCheckValue)
gluErrorString(ErrorCheckValue)
);
);
exit(-1);
exit(-1);
}
}
}
}
void CreateShaders(void)
void CreateShaders(void)
{
{
GLenum ErrorCheckValue = glGetError();
GLenum ErrorCheckValue = glGetError();
VertexShaderId = glCreateShader(GL_VERTEX_SHADER);
VertexShaderId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(VertexShaderId, 1, &VertexShader, NULL);
glShaderSource(VertexShaderId, 1, &VertexShader, NULL);
glCompileShader(VertexShaderId);
glCompileShader(VertexShaderId);
FragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
FragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShaderId, 1, &FragmentShader, NULL);
glShaderSource(FragmentShaderId, 1, &FragmentShader, NULL);
glCompileShader(FragmentShaderId);
glCompileShader(FragmentShaderId);
ProgramId = glCreateProgram();
ProgramId = glCreateProgram();
glAttachShader(ProgramId, VertexShaderId);
glAttachShader(ProgramId, VertexShaderId);
glAttachShader(ProgramId, FragmentShaderId);
glAttachShader(ProgramId, FragmentShaderId);
glLinkProgram(ProgramId);
glLinkProgram(ProgramId);
glUseProgram(ProgramId);
glUseProgram(ProgramId);
ErrorCheckValue = glGetError();
ErrorCheckValue = glGetError();
if (ErrorCheckValue != GL_NO_ERROR)
if (ErrorCheckValue != GL_NO_ERROR)
{
{
fprintf(
fprintf(
stderr,
stderr,
"ERROR: Could not create the shaders: %s \n",
"ERROR: Could not create the shaders: %s \n",
gluErrorString(ErrorCheckValue)
gluErrorString(ErrorCheckValue)
);
);
exit(-1);
exit(-1);
}
}
}
}
void DestroyShaders(void)
void DestroyShaders(void)
{
{
GLenum ErrorCheckValue = glGetError();
GLenum ErrorCheckValue = glGetError();
glUseProgram(0);
glUseProgram(0);
glDetachShader(ProgramId, VertexShaderId);
glDetachShader(ProgramId, VertexShaderId);
glDetachShader(ProgramId, FragmentShaderId);
glDetachShader(ProgramId, FragmentShaderId);
glDeleteShader(FragmentShaderId);
glDeleteShader(FragmentShaderId);
glDeleteShader(VertexShaderId);
glDeleteShader(VertexShaderId);
glDeleteProgram(ProgramId);
glDeleteProgram(ProgramId);
ErrorCheckValue = glGetError();
ErrorCheckValue = glGetError();
if (ErrorCheckValue != GL_NO_ERROR)
if (ErrorCheckValue != GL_NO_ERROR)
{
{
fprintf(
fprintf(
stderr,
stderr,
"ERROR: Could not destroy the shaders: %s \n",
"ERROR: Could not destroy the shaders: %s \n",
gluErrorString(ErrorCheckValue)
gluErrorString(ErrorCheckValue)
);
);
exit(-1);
exit(-1);
}
}
}
}