add vertex_color_fp_render
This commit is contained in:
parent
72a6baf756
commit
7ef8e2c36e
2
Makefile
2
Makefile
@ -2,7 +2,7 @@ OPT = -O0
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CFLAGS += -std=gnu23
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CFLAGS += -g
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CFLAGS += -Wall -Werror -Wfatal-errors
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CFLAGS += -Wall -Werror -Wfatal-errors -Wno-error=unused-variable
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CFLAGS += $(shell pkg-config --libs --cflags glfw3)
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CFLAGS += -lm -lGL
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334
src/vertex_color_fp_render.c
Normal file
334
src/vertex_color_fp_render.c
Normal file
@ -0,0 +1,334 @@
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#include <fcntl.h>
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#include <string.h>
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#include <errno.h>
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#include <unistd.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <math.h>
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#include <assert.h>
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#include <GLFW/glfw3.h>
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#include <GLES3/gl3.h>
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static void * read_file(const char * filename)
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{
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int fd = open(filename, O_RDONLY);
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if (fd == -1) {
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fprintf(stderr, "open(%s): %s\n", filename, strerror(errno));
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return NULL;
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}
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off_t size = lseek(fd, 0, SEEK_END);
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if (size == (off_t)-1) {
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fprintf(stderr, "lseek(%s, SEEK_END): %s\n", filename, strerror(errno));
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return NULL;
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}
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off_t start = lseek(fd, 0, SEEK_SET);
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if (start == (off_t)-1) {
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fprintf(stderr, "lseek(%s, SEEK_SET): %s\n", filename, strerror(errno));
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return NULL;
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}
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void * buf = malloc(size+1);
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ssize_t read_size = read(fd, buf, size);
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if (read_size == -1) {
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fprintf(stderr, "read(%s): %s\n", filename, strerror(errno));
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return NULL;
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}
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((char*)buf)[read_size] = 0;
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return buf;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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unsigned int compile_shaders(const char * vp_path, const char * fp_path)
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{
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void * vertexShaderSource = read_file(vp_path);
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, (const char **)&vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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{
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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printf("vertex shader compile failed:\n%s\n", infoLog);
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}
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}
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free(vertexShaderSource);
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void * fragmentShaderSource = read_file(fp_path);
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, (const char **)&fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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{
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int success;
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char infoLog[512];
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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printf("fragment shader compile failed:\n%s\n", infoLog);
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}
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}
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free(fragmentShaderSource);
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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{
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int success;
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char infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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printf("program link failed:\n%s\n", infoLog);
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}
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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static int make_buffer(unsigned int target,
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const void * data,
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size_t size)
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{
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(target, buffer);
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glBufferData(target, size, data, GL_STATIC_DRAW);
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return buffer;
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}
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static const float triangle_vertex_buffer_data[] = {
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// position // color
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
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};
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static const float texture_vertex_buffer_data[] = {
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// position // texture
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 1.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, // top left
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom left
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};
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struct location {
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unsigned int program;
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struct {
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unsigned int position;
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unsigned int color;
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unsigned int texture;
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} attrib;
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struct {
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unsigned int texture1;
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} uniform;
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};
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int main()
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{
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glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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GLFWwindow* window = glfwCreateWindow(1600, 1200, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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const char* description;
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glfwGetError(&description);
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printf("Failed to create GLFW window: %s\n", description);
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glViewport(0, 0, 1600, 1200);
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//glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int triangle_vertex_buffer = make_buffer(GL_ARRAY_BUFFER,
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triangle_vertex_buffer_data,
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(sizeof (triangle_vertex_buffer_data)));
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unsigned int texture_vertex_buffer = make_buffer(GL_ARRAY_BUFFER,
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texture_vertex_buffer_data,
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(sizeof (texture_vertex_buffer_data)));
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// vertex color start
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struct location vertex_color;
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printf("compile start: vertex color\n");
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vertex_color.program = compile_shaders("src/vertex_color.vp.glsl",
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"src/vertex_color_fp_render.fp.glsl");
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printf("compile end: vertex color\n");
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glUseProgram(vertex_color.program);
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vertex_color.attrib.position = glGetAttribLocation(vertex_color.program, "position");
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vertex_color.attrib.color = glGetAttribLocation(vertex_color.program, "color");
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printf("vertex color attributes:\n position %u\n color %u\n",
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vertex_color.attrib.position,
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vertex_color.attrib.color);
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vertex_color.uniform.texture1 = glGetUniformLocation(vertex_color.program, "test");
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// vertex color end
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// texture start
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struct location texture;
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printf("compile start: texture\n");
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texture.program = compile_shaders("src/texture.vp.glsl",
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"src/texture.fp.glsl");
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printf("compile end: texture\n");
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glUseProgram(texture.program);
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texture.attrib.position = glGetAttribLocation(texture.program, "pos");
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texture.attrib.texture = glGetAttribLocation(texture.program, "tex");
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texture.uniform.texture1 = glGetUniformLocation(texture.program, "texture1");
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printf("texture attributes:\n position %u\n texture %u\n",
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texture.attrib.position,
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texture.attrib.texture);
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printf("texture uniforms:\n texture1 %u\n",
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texture.uniform.texture1);
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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void * texture_buf = read_file("texture/butterfly_1024x1024_rgb888.data");
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assert(texture_buf != NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_buf);
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free(texture_buf);
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// texture end
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unsigned int fp_framebuffer;
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glGenFramebuffers(1, &fp_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, fp_framebuffer);
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unsigned int colorbuffer[2];
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glGenTextures(2, colorbuffer);
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for (int i = 0; i < 2; i++) {
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glBindTexture(GL_TEXTURE_2D, colorbuffer[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, 1600, 1200, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorbuffer[i], 0);
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}
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unsigned int depthbuffer;
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{
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glGenRenderbuffers(1, &depthbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 1600, 1200);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer);
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unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(2, attachments);
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//glDrawBuffer(GL_COLOR_ATTACHMENT0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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printf("Framebuffer not complete!");
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}
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while(!glfwWindowShouldClose(window)) {
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
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//glClear(GL_COLOR_BUFFER_BIT);
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//
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// render
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//
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fp_framebuffer);
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glUseProgram(vertex_color.program);
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glBindBuffer(GL_ARRAY_BUFFER, triangle_vertex_buffer);
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glVertexAttribPointer(vertex_color.attrib.position,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof (float)) * 6,
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(void*)0
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);
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glVertexAttribPointer(vertex_color.attrib.color,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof (float)) * 6,
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(void*)(3 * 4)
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);
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glEnableVertexAttribArray(vertex_color.attrib.position);
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glEnableVertexAttribArray(vertex_color.attrib.color);
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glUniform1i(vertex_color.uniform.texture1, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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//
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if (0) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(texture.program);
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glBindBuffer(GL_ARRAY_BUFFER, texture_vertex_buffer);
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glVertexAttribPointer(texture.attrib.position,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof (float)) * 5,
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(void*)0
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);
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glVertexAttribPointer(texture.attrib.texture,
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2,
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GL_FLOAT,
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GL_FALSE,
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(sizeof (float)) * 5,
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(void*)(3 * 4)
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);
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glEnableVertexAttribArray(texture.attrib.position);
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glEnableVertexAttribArray(texture.attrib.texture);
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glActiveTexture(GL_TEXTURE1);
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//glBindTexture(GL_TEXTURE_2D, texture1);
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glBindTexture(GL_TEXTURE_2D, colorbuffer[0]);
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glUniform1i(texture.uniform.texture1, 1);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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16
src/vertex_color_fp_render.fp.glsl
Normal file
16
src/vertex_color_fp_render.fp.glsl
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@ -0,0 +1,16 @@
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#version 120
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//varying vec3 color_out;
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uniform sampler2D test;
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void main()
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{
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gl_FragData[0] = gl_Color;
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/*
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gl_FragData[1] = vec4(dot(gl_Color.rg, gl_Color.bg),
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dot(gl_Color.rr, gl_Color.gg),
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dot(gl_Color.bb, gl_Color.gg), 1);
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*/
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gl_FragData[1] = texture2D(test, gl_Color.bg);
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}
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