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main.c
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#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "cglm/cglm.h"
#include "stb_image.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <stdio.h>
typedef unsigned int uint;
typedef unsigned char byte;
char* readFile(const char* filePath)
{
FILE* fp = fopen(filePath, "r");
assert(fp);
assert(fseek(fp, 0, SEEK_END) == 0);
size_t len = ftell(fp);
assert(fseek(fp, 0, SEEK_SET) == 0);
char* buf = (char*)malloc(len + 1);
assert(buf);
assert(memset(buf, 0, len + 1));
fread(buf, 1, len, fp);
buf[len] = 0;
assert(!ferror(fp));
fclose(fp);
return buf;
}
const float vertices[] = {
-1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 1.0f, 5.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, -1.0f, 5.0f, 0.0f,
0.0f, 1.0f, 0.0f, 2.5f, 5.0f
};
const uint indices[] = {
0, 1, 2,
2, 3, 0,
0, 1, 4,
1, 2, 4,
2, 3, 4,
3, 0, 4
};
int main()
{
uint vao, vbo, ebo, vert, frag, prog, model, view, proj, tex, sampler;
mat4 model_mat = GLM_MAT4_IDENTITY_INIT, view_mat = GLM_MAT4_IDENTITY_INIT, proj_mat = GLM_MAT4_IDENTITY_INIT;
const char* vertsrc = readFile("a.vert");
const char* fragsrc = readFile("a.frag");
int shader_status;
char shader_infolog[1024];
vec4 up = {0.0f, 1.0f, 0.0f, 1.0f};
vec4 back = {0.0f, -1.0f, -3.5f, 1.0f};
vec4 bigbig = {2.0f, 2.0f, 2.0f, 1.0f};
int w, h, nrch;
byte* data;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 800, "Pyramid", NULL, NULL);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
gladLoadGL();
vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &vertsrc, NULL);
glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &shader_status);
if(!shader_status) {
glGetShaderInfoLog(vert , 1024, NULL, shader_infolog);
printf("%s\n", shader_infolog);
return -1;
}
frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &fragsrc, NULL);
glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &shader_status);
if(!shader_status) {
glGetShaderInfoLog(frag, 1024, NULL, shader_infolog);
printf("%s\n", shader_infolog);
return -1;
}
prog = glCreateProgram();
glUseProgram(prog);
glAttachShader(prog, vert);
glAttachShader(prog, frag);
glLinkProgram(prog);
glDeleteShader(vert);
glDeleteShader(frag);
free((void*)vertsrc);
free((void*)fragsrc);
model = glGetUniformLocation(prog, "model");
view = glGetUniformLocation(prog, "view");
proj = glGetUniformLocation(prog, "proj");
sampler = glGetUniformLocation(prog, "sampler");
glUniform1i(sampler, 0);
glm_scale(model_mat, bigbig);
glm_translate(view_mat, back);
glm_perspective(glm_rad(120.0f), 1920.0f / 1080.0f, 0.1f, 100.0f, proj_mat);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 20, (void*)12);
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_set_flip_vertically_on_load(1);
data = stbi_load("legend.jpeg", &w, &h, &nrch, 0);
assert(data);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
glViewport(0, 0, 800, 800);
glEnable(GL_DEPTH_TEST);
glUseProgram(prog);
glBindVertexArray(vao);
while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClearColor(0.0f, 0.3f, 0.45f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glm_rotate(model_mat, glm_rad(glfwGetTime() * 0.1f), up);
glUniformMatrix4fv(model, 1, GL_FALSE, (GLfloat*)model_mat);
glUniformMatrix4fv(view, 1, GL_FALSE, (GLfloat*)view_mat);
glUniformMatrix4fv(proj, 1, GL_FALSE, (GLfloat*)proj_mat);
glDrawElements(GL_TRIANGLES, 18, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}