mirror of
https://github.com/libretro/cpp-cheat.git
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106 lines
2.9 KiB
C
106 lines
2.9 KiB
C
/*
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One color per vertex, taken from the same array as the vertices.
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Color interpolation on the fragment shader is automatic.
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http://stackoverflow.com/questions/6733934/what-does-immediate-mode-mean-in-opengl
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*/
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#include "common.h"
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static const GLuint WIDTH = 512;
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static const GLuint HEIGHT = 512;
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/* fragColor is passed on to the fragment shader. */
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static const GLchar *vertex_shader_source =
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"#version 330 core\n"
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"in vec3 position;\n"
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"in vec3 vertColor;\n"
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"out vec3 fragColor;\n"
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"void main() {\n"
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" gl_Position = vec4(position, 1.0f);\n"
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" fragColor = vertColor;\n"
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"}\n";
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static const GLchar *fragment_shader_source =
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"#version 330 core\n"
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"in vec3 fragColor;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = vec4(fragColor, 1.0f);\n"
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"}\n";
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static GLfloat vertices[] = {
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/* Positions Colors */
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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int main(void) {
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GLFWwindow *window;
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GLint attribute_vertColor, attribute_position;
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GLuint program, vbo, vao;
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/* Window system. */
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glfwInit();
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
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glfwMakeContextCurrent(window);
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glewInit();
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/* Shader setup. */
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program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
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attribute_position = glGetAttribLocation(program, "position");
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attribute_vertColor = glGetAttribLocation(program, "vertColor");
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/* vbo */
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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/* Buffer setup. */
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(
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attribute_position,
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3,
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GL_FLOAT,
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GL_FALSE,
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6 * sizeof(GLfloat),
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(GLvoid*)0
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);
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glEnableVertexAttribArray(attribute_position);
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glVertexAttribPointer(
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attribute_vertColor,
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3,
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GL_FLOAT,
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GL_FALSE,
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6 * sizeof(GLfloat),
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(GLvoid*)(3 * sizeof(GLfloat))
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);
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glEnableVertexAttribArray(attribute_vertColor);
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glBindVertexArray(0);
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/* Draw. */
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glViewport(0, 0, WIDTH, HEIGHT);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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/* Main loop. */
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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}
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/* Cleanup. */
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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glDeleteProgram(program);
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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