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glfw_transform.c
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glfw_transform.c
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/* Transformation matrices.
*
* It is just an explicit uniform passed to the vertex shader,
* and explicitly multiplies vectors.
*
* Usage:
*
* ./prog [width=512]
*/
#include "common.h"
static const GLuint WIDTH = 512;
/* ourColor is passed on to the fragment shader. */
static const GLchar* vertex_shader_source =
"#version 330 core\n"
"in vec3 position;\n"
"in vec3 vColor;\n"
"out vec3 fColor;\n"
"uniform mat4 transform;\n"
"void main() {\n"
" gl_Position = transform * vec4(position, 1.0f);\n"
" fColor = vColor;\n"
"}\n";
static const GLchar* fragment_shader_source =
"#version 330 core\n"
"in vec3 fColor;\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(fColor, 1.0f);\n"
"}\n";
static GLfloat vertices[] = {
/* Positions Colors */
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
};
int main(int argc, char **argv) {
GLFWwindow* window;
GLfloat transform[] = {
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
GLint
vColor_location,
position_location,
transform_location
;
GLuint height, program, width, vao, vbo;
double time;
/* CLI arguments. */
if (argc > 1) {
width = strtol(argv[1], NULL, 10);
} else {
width = WIDTH;
}
height = width;
/* Window system. */
glfwInit();
window = glfwCreateWindow(width, height, __FILE__, NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
/* Shader program. */
program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
vColor_location = glGetAttribLocation(program, "vColor");
position_location = glGetAttribLocation(program, "position");
transform_location = glGetUniformLocation(program, "transform");
glUseProgram(program);
/* vbo */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Buffers. */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(position_location, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(position_location);
glVertexAttribPointer(vColor_location, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(vColor_location);
glBindVertexArray(0);
/* Global draw calls. */
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(0, 0, width, height);
/* Main loop. */
common_fps_init();
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
/* To do serious things, we'd need a math library like glm here. */
time = glfwGetTime();
transform[0] = 2.0f * sin(time);
transform[5] = 2.0f * cos(time);
glUniformMatrix4fv(transform_location, 1, GL_FALSE, transform);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
common_fps_print();
}
/* Cleanup. */
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glfwTerminate();
return EXIT_SUCCESS;
}