src: add vertex_color

This commit is contained in:
Zack Buhman 2025-10-13 18:26:50 -05:00
parent 9e9fb83bb1
commit be66a461c4
6 changed files with 234 additions and 1479 deletions

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@ -1,9 +1,7 @@
set -eux
CFLAGS="-Wall -Werror -Wfatal-errors -g -Og -std=gnu23 -Iinclude $(pkg-config --libs --cflags glfw3) -lm"
CFLAGS="-Wall -Werror -Wfatal-errors -g -Og -std=gnu23 -Iinclude $(pkg-config --libs --cflags glfw3) -lm -lGL"
if [ -f src/glad.o ]; then
gcc $CFLAGS src/main.c src/glad.o
else
gcc $CFLAGS src/main.c src/glad.c
fi
#gcc $CFLAGS src/main.c
gcc $CFLAGS src/vertex_color.c

1467
src/glad.c

File diff suppressed because it is too large Load Diff

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@ -7,8 +7,8 @@
#include <time.h>
#include <math.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <GLES2/gl2.h>
static void * read_file(const char * filename)
{
@ -180,11 +180,6 @@ int main()
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD\n");
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

207
src/vertex_color.c Normal file
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@ -0,0 +1,207 @@
#include <fcntl.h>
#include <string.h>
#include <errno.h>
#include <unistd.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <GLFW/glfw3.h>
#include <GLES2/gl2.h>
static void * read_file(const char * filename)
{
int fd = open(filename, O_RDONLY);
if (fd == -1) {
fprintf(stderr, "open(%s): %s\n", filename, strerror(errno));
return NULL;
}
off_t size = lseek(fd, 0, SEEK_END);
if (size == (off_t)-1) {
fprintf(stderr, "lseek(%s, SEEK_END): %s\n", filename, strerror(errno));
return NULL;
}
off_t start = lseek(fd, 0, SEEK_SET);
if (start == (off_t)-1) {
fprintf(stderr, "lseek(%s, SEEK_SET): %s\n", filename, strerror(errno));
return NULL;
}
void * buf = malloc(size+1);
ssize_t read_size = read(fd, buf, size);
if (read_size == -1) {
fprintf(stderr, "read(%s): %s\n", filename, strerror(errno));
return NULL;
}
((char*)buf)[read_size] = 0;
return buf;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
unsigned int compile_shaders()
{
void * vertexShaderSource = read_file("src/vertex_color.vp.glsl");
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, (const char **)&vertexShaderSource, NULL);
glCompileShader(vertexShader);
{
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("vertex shader compile failed:\n%s\n", infoLog);
}
}
free(vertexShaderSource);
void * fragmentShaderSource = read_file("src/vertex_color.fp.glsl");
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, (const char **)&fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
{
int success;
char infoLog[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("fragment shader compile failed:\n%s\n", infoLog);
}
}
free(fragmentShaderSource);
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
{
int success;
char infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("program link failed:\n%s\n", infoLog);
}
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
static int make_buffer(unsigned int target,
const void * data,
size_t size)
{
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
glBufferData(target, size, data, GL_STATIC_DRAW);
return buffer;
}
static const float vertex_buffer_data[] = {
// position // color
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
struct location {
struct {
unsigned int position;
unsigned int color;
} attrib;
};
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
GLFWwindow* window = glfwCreateWindow(1600, 1200, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
const char* description;
glfwGetError(&description);
printf("Failed to create GLFW window: %s\n", description);
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glViewport(0, 0, 1600, 1200);
//glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
unsigned int vertex_buffer = make_buffer(GL_ARRAY_BUFFER,
vertex_buffer_data,
(sizeof (vertex_buffer_data)));
printf("compile start\n");
unsigned int shaderProgram = compile_shaders();
printf("compile end\n");
struct location location;
location.attrib.position = glGetAttribLocation(shaderProgram, "position");
location.attrib.color = glGetAttribLocation(shaderProgram, "color");
printf("attributes:\n position %u\n color %u\n",
location.attrib.position,
location.attrib.color);
while(!glfwWindowShouldClose(window)) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
//glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
//glClear(GL_COLOR_BUFFER_BIT);
//
// render
//
glUseProgram(shaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(location.attrib.position,
3,
GL_FLOAT,
GL_FALSE,
(sizeof (float)) * 6,
(void*)0
);
glVertexAttribPointer(location.attrib.color,
3,
GL_FLOAT,
GL_FALSE,
(sizeof (float)) * 6,
(void*)(3 * 4)
);
glEnableVertexAttribArray(location.attrib.position);
glEnableVertexAttribArray(location.attrib.color);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}

8
src/vertex_color.fp.glsl Normal file
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@ -0,0 +1,8 @@
#version 120
varying vec3 color_out;
void main()
{
gl_FragColor = vec4(color_out, 1);
}

14
src/vertex_color.vp.glsl Normal file
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@ -0,0 +1,14 @@
#version 120
uniform float time;
attribute vec3 position;
attribute vec3 color;
varying vec3 color_out;
void main()
{
gl_Position = vec4(position, 1);
color_out = color;
}