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#include <stdlib.h>
#include <stdio.h>
#include <complex.h>
#include <unistd.h>
#include <GL/glxew.h>
#include <GLFW/glfw3.h>
extern char _binary_vertex_glsl_start[];
extern char _binary_vertex_glsl_end[];
extern char _binary_fragment_glsl_start[];
extern char _binary_fragment_glsl_end[];
void error_callback (int error, const char * description) {
fprintf(stderr, "error_callback: %s, error == %d\n", description, error);
}
void key_callback (GLFWwindow * okno, int tipka, int koda, int dejanje, int modifikatorji) {
fprintf(stderr, "tipka %d, koda %d, dejanje %d, modifikatorji %d, okno %p\n",
tipka, koda, dejanje, modifikatorji, (void *) okno);
}
int main (void) {
GLint vertex_len = _binary_vertex_glsl_end - _binary_vertex_glsl_start;
GLint fragment_len = _binary_fragment_glsl_end - _binary_fragment_glsl_start;
if (!glfwInit()) {
fprintf(stderr, "glfwInit failed\n");
return 1;
}
glfwSetErrorCallback(error_callback);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // forward compat is ogl 3.0+
GLFWwindow * okno = glfwCreateWindow(800, 600, "okno", NULL, NULL);
if (!okno) {
fprintf(stderr, "glfwCreateWindow failed\n");
glfwTerminate();
return 2;
}
glfwMakeContextCurrent(okno);
GLenum err = glewInit();
if (err != GLEW_OK) {
fprintf(stderr, "glewInit failed: %s\n", glewGetErrorString(err));
return 3;
}
glfwSwapInterval(1); // vsync
glfwSetKeyCallback(okno, key_callback);
GLuint program = glCreateProgram();
#define DO_SHADER(whi, WHI) \
GLuint whi##_shader = glCreateShader(GL_##WHI##_SHADER); \
glShaderSource(whi##_shader, 1, (const GLchar **) &_binary_##whi##_glsl_start, &whi##_len); \
glCompileShader(whi##_shader); \
GLint whi##_success = 0; \
glGetShaderiv(whi##_shader, GL_COMPILE_STATUS, &whi##_success); \
if (whi##_success == GL_FALSE) { \
GLint logSize = 0; \
glGetShaderiv(whi##_shader, GL_INFO_LOG_LENGTH, &logSize); \
char infoLog[logSize]; \
glGetShaderInfoLog(whi##_shader, logSize, &logSize, infoLog); \
fprintf(stderr, "prevod shaderja ni uspel. dnevnik:\n%s\n", infoLog); \
glDeleteShader(whi##_shader); \
return 4; \
} \
glAttachShader(program, whi##_shader);
DO_SHADER(vertex, VERTEX);
DO_SHADER(fragment, FRAGMENT);
glLinkProgram(program);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if (isLinked == GL_FALSE) {
GLint logSize = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
char infoLog[logSize];
glGetProgramInfoLog(program, logSize, &logSize, infoLog);
fprintf(stderr, "linkanje programa ni uspelo. dnevnik:\n%s\n", infoLog);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(program);
return 5;
}
glDetachShader(program, vertex_shader); // TODO: ali lahko glDeleteShader po linku?
glDetachShader(program, fragment_shader);
while (!glfwWindowShouldClose(okno)) {
int w, h;
glfwGetFramebufferSize(okno, &w, &h);
glViewport(0, 0, w, h);
glfwSwapBuffers(okno);
glfwWaitEvents(); // glfwPollEvents pa returna takoj
}
glfwDestroyWindow(okno);
glfwTerminate();
return 0;
}
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