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#include <stdio.h> | |
#include <string.h> | |
#include <GL/glew.h> | |
#include <GL/freeglut.h> | |
#include "math_3d.h" | |
GLuint VBO; | |
static const char* pVS = " \n\ | |
#version 330 \n\ | |
\n\ | |
layout (location = 0) in vec3 Position; \n\ | |
\n\ | |
void main() \n\ | |
{ \n\ | |
gl_Position = vec4(0.5 * Position.x, 0.5 * Position.y, Position.z, 1.0); \n\ | |
}"; | |
static const char* pFS = " \n\ | |
#version 330 \n\ | |
\n\ | |
out vec4 FragColor; \n\ | |
\n\ | |
void main() \n\ | |
{ \n\ | |
FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n\ | |
}"; | |
static void RenderSceneCB() | |
{ | |
glClear(GL_COLOR_BUFFER_BIT); | |
glEnableVertexAttribArray(0); | |
glBindBuffer(GL_ARRAY_BUFFER, VBO); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
glPointSize(10); | |
glDrawArrays(GL_POINTS, 0, 5); | |
glDisableVertexAttribArray(0); | |
glutSwapBuffers(); | |
} | |
static void InitializeGlutCallbacks() | |
{ | |
glutDisplayFunc(RenderSceneCB); | |
} | |
static void CreateVertexBuffer() | |
{ | |
Vector3f Vertices[5]; | |
Vertices[0] = Vector3f(0.2f, 0.2f, 0.0f); | |
Vertices[1] = Vector3f(0.6f, 0.2f, 0.0f); | |
Vertices[2] = Vector3f(0.6f, 0.6f, 0.0f); | |
Vertices[3] = Vector3f(0.2f, 0.6f, 0.0f); | |
Vertices[4] = Vector3f(1.0f, 1.0f, 0.0f); | |
glGenBuffers(1, &VBO); | |
glBindBuffer(GL_ARRAY_BUFFER, VBO); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW); | |
} | |
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType) | |
{ | |
GLuint ShaderObj = glCreateShader(ShaderType); | |
if (ShaderObj == 0) { | |
fprintf(stderr, "Error creating shader type %d\n", ShaderType); | |
exit(0); | |
} | |
const GLchar* p[1]; | |
p[0] = pShaderText; | |
GLint Lengths[1]; | |
Lengths[0]= strlen(pShaderText); | |
glShaderSource(ShaderObj, 1, p, Lengths); | |
glCompileShader(ShaderObj); | |
GLint success;//Compilar o shader | |
glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success); | |
if (!success) { | |
GLchar InfoLog[1024]; | |
glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog); | |
fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog); | |
exit(1); | |
} | |
glAttachShader(ShaderProgram, ShaderObj); | |
} | |
static void CompileShaders() | |
{ | |
GLuint ShaderProgram = glCreateProgram(); | |
if (ShaderProgram == 0) { | |
fprintf(stderr, "Error creating shader program\n"); | |
exit(1); | |
} | |
AddShader(ShaderProgram, pVS, GL_VERTEX_SHADER); | |
AddShader(ShaderProgram, pFS, GL_FRAGMENT_SHADER); | |
GLint Success = 0; | |
GLchar ErrorLog[1024] = { 0 }; | |
glLinkProgram(ShaderProgram); | |
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success); | |
if (Success == 0) { | |
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog); | |
fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog); | |
exit(1); | |
} | |
glValidateProgram(ShaderProgram); | |
glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success); | |
if (!Success) { | |
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog); | |
fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog); | |
exit(1); | |
} | |
glUseProgram(ShaderProgram); | |
} | |
int main(int argc, char** argv) | |
{ | |
glutInit(&argc, argv); | |
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB); | |
glutInitWindowSize(1024, 768); | |
glutInitWindowPosition(100, 100); | |
glutCreateWindow("Exemplo Grafo"); | |
InitializeGlutCallbacks(); | |
// Must be done after glut is initialized! | |
GLenum res = glewInit(); | |
if (res != GLEW_OK) { | |
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res)); | |
return 1; | |
} | |
printf("GL version: %s\n", glGetString(GL_VERSION)); | |
glClearColor(1.0f, 1.0f, 1.0f, 0.0f); | |
CreateVertexBuffer(); | |
CompileShaders(); | |
glutMainLoop(); | |
return 0; | |
} |
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