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102 lines
2.9 KiB
C
102 lines
2.9 KiB
C
/*
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Transformation matrices.
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*/
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "common.h"
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static const GLuint WIDTH = 800;
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static const GLuint HEIGHT = 600;
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/* ourColor 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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"layout (location = 0) in vec3 position;\n"
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"layout (location = 1) in vec3 color;\n"
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"out vec3 ourColor;\n"
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"uniform mat4 transform;\n"
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"void main() {\n"
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" gl_Position = transform * vec4(position, 1.0f);\n"
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" ourColor = color;\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 ourColor;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = vec4(ourColor, 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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GLint shader_program;
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GLint transform_location;
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GLuint vbo;
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GLuint vao;
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GLFWwindow* window;
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double time;
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glfwInit();
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window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
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glfwMakeContextCurrent(window);
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glewExperimental = GL_TRUE;
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glewInit();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glViewport(0, 0, WIDTH, HEIGHT);
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shader_program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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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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/* Position attribute */
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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/* Color attribute */
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader_program);
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transform_location = glGetUniformLocation(shader_program, "transform");
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/* To do serious things, we'd need a math library like glm here. */
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GLfloat transform[] = {
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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time = glfwGetTime();
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transform[0] = 2.0f * sin(time);
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transform[5] = 2.0f * cos(time);
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glUniformMatrix4fv(transform_location, 1, GL_FALSE, transform);
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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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}
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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