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geometry_shader.c
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geometry_shader.c
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//========================================================================
// Simple GLFW example
// Copyright (c) Camilla Löwy <[email protected]>
// Copyright (c) 2018 Paweł Płóciennik (github.com/pawplo)
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
//#include <GL/gl3w.h>
#include "gl.h"
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include "shader.h"
static const char *vertex_shader_str =
"#version 410\n"
"in vec2 v_pos;\n"
"void main() {\n"
" gl_Position = vec4(v_pos, 0.0, 1.0);\n"
"}\n";
static const char *geometry_shader_str =
"#version 410 core\n"
"layout (points) in;\n"
"layout (triangle_strip, max_vertices = 3) out;\n"
"void main() {\n"
" gl_Position = gl_in[0].gl_Position + vec4( 0.0, 0.5, 0.0, 0.0);\n"
" EmitVertex();\n"
" gl_Position = gl_in[0].gl_Position + vec4(-0.5, -0.5, 0.0, 0.0);\n"
" EmitVertex();\n"
" gl_Position = gl_in[0].gl_Position + vec4( 0.5, -0.5, 0.0, 0.0);\n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}\n";
static const char *fragment_shader_str =
"#version 410\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
GLFWwindow *window;
static void error_callback(int error, const char *description)
{
fprintf(stderr, "Error: %s\n", description);
}
void refresh_callback()
{
int w, h;
glfwGetFramebufferSize(window, &w, &h);
glViewport(0, 0, w, h);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 1);
glfwSwapBuffers(window);
}
void error_exit(const char *str)
{
fprintf(stderr, "%s\n", str);
exit(1);
}
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main(void)
{
glfwSetErrorCallback(error_callback);
if (!glfwInit())
error_exit("Failed to initialize glfw.");
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);
window = glfwCreateWindow(300, 300, "OpenGL 4.1 Geometry Shader", NULL, NULL);
if (!window)
error_exit("Failed to create window.");
glfwMakeContextCurrent(window);
// if (gl3wInit())
// error_exit("Failed to initialize OpenGL.");
// if (!gl3wIsSupported(3, 3))
// error_exit("OpenGL 4.1 not supported.");
glfwSetKeyCallback(window, key_callback);
glfwSetWindowRefreshCallback(window, refresh_callback);
static float point[] = { 0.0f, 0.0f };
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(point), point, GL_STATIC_DRAW);
GLuint program;
if(create_program((GLchar *)vertex_shader_str, (GLchar *)fragment_shader_str, (GLchar *)geometry_shader_str, &program))
error_exit("Failder to create program.");
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint v_pos_loc;
v_pos_loc = glGetAttribLocation(program, "v_pos");
glEnableVertexAttribArray(v_pos_loc);
glVertexAttribPointer(v_pos_loc, 2, GL_FLOAT, GL_FALSE, 1, (GLvoid*)0);
glUseProgram(program);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
while (!glfwWindowShouldClose(window))
glfwPollEvents();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}