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