/** * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/OpenGL_Programming * This file is in the public domain. * Contributors: Sylvain Beucler */ #include #include #include #include /* Using the GLUT library for the base windowing setup */ #include /* GLM */ // #define GLM_MESSAGES #define GLM_FORCE_RADIANS #include #include #include #include "shader_utils.h" GLuint vbo_triangle; GLuint program; GLint attribute_coord3d, attribute_v_color; GLint uniform_m_transform; struct attributes { GLfloat coord3d[3]; GLfloat v_color[3]; }; int init_resources() { struct attributes triangle_attributes[] = { {{ 0.0, 0.8, 0.0}, {1.0, 1.0, 0.0}}, {{-0.8, -0.8, 0.0}, {0.0, 0.0, 1.0}}, {{ 0.8, -0.8, 0.0}, {1.0, 0.0, 0.0}} }; glGenBuffers(1, &vbo_triangle); glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle); glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_attributes), triangle_attributes, GL_STATIC_DRAW); GLint link_ok = GL_FALSE; GLuint vs, fs; if ((vs = create_shader("triangle.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((fs = create_shader("triangle.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_ok); if (!link_ok) { fprintf(stderr, "glLinkProgram:"); print_log(program); return 0; } const char* attribute_name; attribute_name = "coord3d"; attribute_coord3d = glGetAttribLocation(program, attribute_name); if (attribute_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } attribute_name = "v_color"; attribute_v_color = glGetAttribLocation(program, attribute_name); if (attribute_v_color == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name; uniform_name = "m_transform"; uniform_m_transform = glGetUniformLocation(program, uniform_name); if (uniform_m_transform == -1) { fprintf(stderr, "Could not bind uniform_fade %s\n", uniform_name); return 0; } return 1; } void onIdle() { float move = sinf(glutGet(GLUT_ELAPSED_TIME) / 1000.0 * (2*3.14) / 5); // -1<->+1 every 5 seconds float angle = glutGet(GLUT_ELAPSED_TIME) / 1000.0 * 45; // 45° per second glm::vec3 axis_z(0, 0, 1); glm::mat4 m_transform = glm::translate(glm::mat4(1.0f), glm::vec3(move, 0.0, 0.0)) * glm::rotate(glm::mat4(1.0f), glm::radians(angle), axis_z); glUseProgram(program); glUniformMatrix4fv(uniform_m_transform, 1, GL_FALSE, glm::value_ptr(m_transform)); glutPostRedisplay(); } void onDisplay() { glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(program); glEnableVertexAttribArray(attribute_coord3d); glEnableVertexAttribArray(attribute_v_color); glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle); glVertexAttribPointer( attribute_coord3d, // attribute 3, // number of elements per vertex, here (x,y,z) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct attributes), // next coord3d appears every 5 floats 0 // offset of first element ); glVertexAttribPointer( attribute_v_color, // attribute 3, // number of elements per vertex, here (r,g,b) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct attributes), // stride //(void*) (2 * sizeof(GLfloat)) // offset of first element (void*) offsetof(struct attributes, v_color) // offset ); /* Push each element in buffer_vertices to the vertex shader */ glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(attribute_coord3d); glDisableVertexAttribArray(attribute_v_color); glutSwapBuffers(); } void free_resources() { glDeleteProgram(program); glDeleteBuffers(1, &vbo_triangle); } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitContextVersion(2,0); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(640, 480); glutCreateWindow("My Transformed Triangle"); if (init_resources()) { glutDisplayFunc(onDisplay); glutIdleFunc(onIdle); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glutMainLoop(); } free_resources(); return 0; }