triangle render (and correct line endings in code)

This commit is contained in:
Marcel Plch 2018-02-16 23:48:04 +01:00
parent d8e4055ae3
commit a21091cad6
4 changed files with 176 additions and 151 deletions

View file

@ -1,37 +1,37 @@
# CMake entry point
cmake_minimum_required (VERSION 3.0)
project (OpenGL_Analog_Clock)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(glfw3 REQUIRED)
include_directories(
Include/
.
)
set(ALL_LIBS
${OPENGL_LIBRARY}
glfw
GLEW
)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O0 -ggdb")
add_definitions(
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
)
add_executable(clock
main.c
shader.c
)
target_link_libraries(clock
${ALL_LIBS}
)
# CMake entry point
cmake_minimum_required (VERSION 3.0)
project(OpenGL_Analog_Clock C)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(glfw3 REQUIRED)
include_directories(
Include/
.
)
set(ALL_LIBS
${OPENGL_LIBRARY}
glfw
GLEW
)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O0 -ggdb")
add_definitions(
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
)
add_executable(clock
main.c
shader.c
)
target_link_libraries(clock
${ALL_LIBS}
)

View file

@ -1,6 +1,8 @@
#ifndef SHADER_HPP
#define SHADER_HPP
GLuint LoadShaders(const char *vertex_file_path, const char *fragment_file_path);
#endif
#ifndef SHADER_HPP
#define SHADER_HPP
#define xfree(p) if (p) free((void *)p)
int LoadShaders(GLuint *, const char *, const char *);
#endif

8
main.c
View file

@ -58,7 +58,13 @@ int main(void) {
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("../shaders/SimpleVertexShader.vertexshader", "../shaders/SimpleFragmentShader.fragmentshader");
GLuint programID;
if (LoadShaders(&programID,
"../shaders/SimpleVertexShader.vertexshader",
"../shaders/SimpleFragmentShader.fragmentshader")) {
fprintf(stderr, "Could not load shaders.\n");
return -1;
}
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,

231
shader.c
View file

@ -1,107 +1,124 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "shader.h"
static int load_code(const char *filepath, char **code) {
FILE *file;
int cursor;
char c;
file = fopen(filepath, "r");
if (file == NULL) {
fprintf(stderr, "Could not open %s.\n", filepath);
return 1;
}
*code = malloc(256 * sizeof(char));
if (code == NULL) {
fprintf(stderr, "Out of memory", filepath);
return 1;
}
cursor = 0;
while ((c = fgetc(file)) != EOF) {
(*code)[cursor] = c;
cursor++;
}
return 0;
}
static int compile_code(const char *filepath, const char *code,
GLuint ShaderID, GLuint *Result) {
int InfoLogLength;
// Compile Shader
printf("Compiling shader : %s\n", filepath);
glShaderSource(ShaderID, 1, (const char **)&code, NULL);
glCompileShader(ShaderID);
// Check Shader
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, Result);
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ShaderErrorMessage = malloc(InfoLogLength+1);
glGetShaderInfoLog(ShaderID, InfoLogLength, NULL, ShaderErrorMessage);
printf("%s\n", ShaderErrorMessage);
free(ShaderErrorMessage);
return -1;
}
return 0;
}
GLuint
LoadShaders(const char *vertex_file_path,
const char *fragment_file_path) {
char *vertex_code;
char *fragment_code;
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
load_code(vertex_file_path, &vertex_code);
// Read the Fragment Shader code from the file
load_code(fragment_file_path, &fragment_code);
GLint Result = GL_FALSE;
// Compile Vertex Shader
compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result);
// Compile Fragment Shader
compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result);
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
GLuint InfoLogLength;
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ProgramErrorMessage = malloc(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "shader.h"
static int
load_code(const char *filepath, char **code) {
FILE *file;
int cursor;
char c;
file = fopen(filepath, "r");
if (file == NULL) {
fprintf(stderr, "Could not open %s.\n", filepath);
return 1;
}
*code = malloc(256 * sizeof(char));
if (code == NULL) {
fprintf(stderr, "Out of memory", filepath);
return 1;
}
cursor = 0;
while ((c = fgetc(file)) != EOF) {
(*code)[cursor] = c;
cursor++;
}
return 0;
}
static int
compile_code(const char *filepath, const char *code,
GLuint ShaderID, GLuint *Result) {
int InfoLogLength;
// Compile Shader
printf("Compiling shader : %s\n", filepath);
glShaderSource(ShaderID, 1, (const char **)&code, NULL);
glCompileShader(ShaderID);
// Check Shader
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, Result);
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ShaderErrorMessage = malloc(InfoLogLength+1);
glGetShaderInfoLog(ShaderID, InfoLogLength, NULL, ShaderErrorMessage);
printf("%s\n", ShaderErrorMessage);
free(ShaderErrorMessage);
return -1;
}
return 0;
}
int
LoadShaders(GLuint *programID, const char *vertex_file_path,
const char *fragment_file_path) {
int retval = -1;
const char *vertex_code = NULL;
const char *fragment_code = NULL;
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
if (load_code(vertex_file_path, (char **)&vertex_code)) {
goto end;
}
// Read the Fragment Shader code from the file
if (load_code(fragment_file_path, (char **)&fragment_code)) {
goto end;
}
GLint Result = GL_FALSE;
// Compile Vertex Shader
if (compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result)) {
goto end;
}
// Compile Fragment Shader
if (compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result)) {
goto end;
}
// Link the program
printf("Linking program\n");
*programID = glCreateProgram();
glAttachShader(*programID, VertexShaderID);
glAttachShader(*programID, FragmentShaderID);
glLinkProgram(*programID);
GLuint InfoLogLength;
// Check the program
glGetProgramiv(*programID, GL_LINK_STATUS, &Result);
glGetProgramiv(*programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ProgramErrorMessage = malloc(InfoLogLength+1);
glGetProgramInfoLog(*programID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
glDetachShader(*programID, VertexShaderID);
glDetachShader(*programID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
// If code got here, it means it was successful
retval = 0;
end:
xfree(vertex_code);
xfree(fragment_code);
return retval;
}