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main.c.bak
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#define GLEW_STATIC
#include<stdio.h>
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include<stdbool.h>
#include<string.h>
GLint uniColor;
void key_callback();
int main(){
if(!glfwInit()){
printf("Failed to initialize glfw!\n");
return 1;
}else{
printf("Successfully initialized glfw!\n");
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1054, 1057, "Title", NULL, NULL);
glfwSetKeyCallback(window, key_callback);
if(!window){
printf("Window creation failed!\n");
return 1;
}else{
printf("Window created successfully!\n");
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK){
printf("Failed to initialize glew!\n");
return 1;
}else{
printf("Successfully initialized glew!\n");
}
glfwSwapInterval(1);
float Vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
float VerticesSquare[] = {
-0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
printf("GLfloat variable called successfully\n");
GLuint ShaderProgram = glCreateProgram();
GLuint ShaderObjv = glCreateShader(GL_VERTEX_SHADER);
GLuint ShaderObjf = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* pvs[1];
const GLchar* pfs[1];
const char* pVertexShaderText = "#version 330\nlayout(location = 0) in vec3 Position;\nvoid main(){gl_Position = vec4(Position.x, Position.y, Position.z, 1.0);}";
const char* pFragmentShaderText = "#version 330\nuniform vec3 color;\nout vec4 FragColor;\nvoid main(){FragColor = vec4(color, 1.0);}";
pvs[0] = pVertexShaderText;
pfs[0] = pFragmentShaderText;
GLint LenghtsVertex[1];
GLint LenghtsFragment[1];
LenghtsVertex[0] = strlen(pVertexShaderText);
LenghtsFragment[0] = strlen(pFragmentShaderText);
glShaderSource(ShaderObjv, 1, pvs, LenghtsVertex);
glShaderSource(ShaderObjf, 1, pfs, LenghtsFragment);
glCompileShader(ShaderObjv);
glCompileShader(ShaderObjf);
GLint successvs;
glGetShaderiv(ShaderObjv, GL_COMPILE_STATUS, &successvs);
if (!successvs) {
GLchar InfoLog1[1024];
glGetShaderInfoLog(ShaderObjv, sizeof(InfoLog1), NULL, InfoLog1);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", GL_VERTEX_SHADER, InfoLog1);
}
GLint successfs;
glGetShaderiv(ShaderObjf, GL_COMPILE_STATUS, &successfs);
if (!successfs) {
GLchar InfoLog2[1024];
glGetShaderInfoLog(ShaderObjf, sizeof(InfoLog2), NULL, InfoLog2);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", GL_FRAGMENT_SHADER, InfoLog2);
}
glAttachShader(ShaderProgram, ShaderObjv);
glAttachShader(ShaderProgram, ShaderObjf);
glLinkProgram(ShaderProgram);
glValidateProgram(ShaderProgram);
glUseProgram(ShaderProgram);
GLint uniColor = glGetUniformLocation(ShaderProgram, "color");
glUniform3f(uniColor, 1.0f, 0.0f, 0.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLuint VBO;
GLuint VAO = 0;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
printf("Buffer created successfully\n");
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
printf("Buffer data set up successfully\n");
glEnableVertexAttribArray(0);
printf("Enabling buffer successfull\n");
glBindBuffer(GL_ARRAY_BUFFER, VBO);
printf("Binding buffer successfull\n");
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
printf("Setting up VectexAttribPointer successfull\n");
while(!glfwWindowShouldClose(window)){
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
GLenum err;
if((err = glGetError()) != GL_NO_ERROR){
printf("OpenGL error: %d\n", err);
}
glfwSwapBuffers(window);
}
return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if(key == GLFW_KEY_R && action == GLFW_PRESS){
glUniform3f(uniColor, 1.0f, 0.0f, 0.0f);
}else if(key == GLFW_KEY_G && action == GLFW_PRESS){
glUniform3f(uniColor, 0.0f, 1.0f, 0.0f);
}else if(key == GLFW_KEY_B && action == GLFW_PRESS){
glUniform3f(uniColor, 0.0f, 0.0f, 1.0f);
}
}