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| Author | SHA1 | Date | |
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| e1b6d826e9 | |||
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| 2a9a9273e3 | |||
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| b873d87511 | |||
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| 6a2a10b5cd | |||
| f41cba8634 |
1
.gitignore
vendored
1
.gitignore
vendored
@ -67,3 +67,4 @@ _deps
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# other stuff
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update_subtree.sh
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.clangd
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@ -1,7 +1,7 @@
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project(minecraft-clone C)
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cmake_minimum_required(VERSION 3.9)
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set( CMAKE_EXPORT_COMPILE_COMMANDS ON )
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include_directories(lib/glad/include lib/advanced_C_standard_liberary/include)
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include_directories(lib/glad/include lib/advanced_C_standard_liberary/include include lib/stb/include)
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file(GLOB SOURCES "src/*.c" "lib/*/src/*.c")
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find_program(CCACHE_PROGRAM ccache)
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add_executable(test.out ${SOURCES})
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@ -4,5 +4,6 @@
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#include <GLFW/glfw3.h>
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void glfwError(int id, const char *description);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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unsigned int parseShader(const char *filePath);
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unsigned int parseShader(const char *filePath, const GLenum shaderType);
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unsigned int linkShader(unsigned int vertexShader, unsigned int fragmentShader);
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#endif
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@ -1,5 +1,5 @@
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#ifndef acl_file_h
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#define acl_file_h
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#include <stdbool.h>
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char* acl_ReadFileString(char *filePath, bool *sucess);
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char* acl_ReadTextFile(const char *filePath, bool *sucess);
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#endif
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@ -1,7 +1,7 @@
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#include <stdio.h>
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#include <stdbool.h>
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#include <stdlib.h>
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char* acl_ReadFileString(char *filePath, bool *sucess){
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char* acl_ReadTextFile(const char *filePath, bool *sucess){
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FILE *fp = fopen(filePath, "rb");
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size_t lSize;
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char *buffer;
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@ -20,9 +20,6 @@ char* acl_ReadFileString(char *filePath, bool *sucess){
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}
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size_t readReturn = fread(buffer, lSize, 1, fp);
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fclose(fp);
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if(readReturn != 1) {
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*sucess = false;
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}
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*sucess = true;
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*sucess = readReturn == 1;
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return buffer;
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}
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37
lib/stb/LICENSE
Normal file
37
lib/stb/LICENSE
Normal file
@ -0,0 +1,37 @@
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This software is available under 2 licenses -- choose whichever you prefer.
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------------------------------------------------------------------------------
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ALTERNATIVE A - MIT License
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Copyright (c) 2017 Sean Barrett
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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------------------------------------------------------------------------------
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ALTERNATIVE B - Public Domain (www.unlicense.org)
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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
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software, either in source code form or as a compiled binary, for any purpose,
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commercial or non-commercial, and by any means.
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In jurisdictions that recognize copyright laws, the author or authors of this
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software dedicate any and all copyright interest in the software to the public
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domain. We make this dedication for the benefit of the public at large and to
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the detriment of our heirs and successors. We intend this dedication to be an
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overt act of relinquishment in perpetuity of all present and future rights to
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this software under copyright law.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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7762
lib/stb/include/stb_image.h
Normal file
7762
lib/stb/include/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
7
shader/test.frag
Normal file
7
shader/test.frag
Normal file
@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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}
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7
shader/test.vert
Normal file
7
shader/test.vert
Normal file
@ -0,0 +1,7 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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87
src/main.c
87
src/main.c
@ -4,7 +4,9 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "main.h"
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#include <acl/file.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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int main() {
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if(!glfwInit()) {
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printf("Faild to initalize GLFW\n");
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@ -31,18 +33,39 @@ int main() {
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glViewport(0, 0, 1920, 1080);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
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// texture settings
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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float borderColor[] = { 1.0f, 1.0f, 1.0f, 0.0f, 1.0f };
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glad_glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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// parse shader
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unsigned int vertexShader = parseShader("shader/test.vert", GL_VERTEX_SHADER);
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unsigned int fragmentShader = parseShader("shader/test.frag", GL_FRAGMENT_SHADER);
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unsigned int shaderProgram = linkShader(vertexShader, fragmentShader);
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glUseProgram(shaderProgram);
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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@ -56,28 +79,44 @@ void glfwError(int id, const char* description) {
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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unsigned int parseShader(const char *filePath) {
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FILE *fp = fopen(filePath, "rb");
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size_t lSize;
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char *buffer;
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if(!fp) {
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perror(filePath);
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unsigned int parseShader(const char *filePath, const GLenum shaderType) {
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bool success;
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unsigned int ShaderId;
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char *ShaderSrc = acl_ReadTextFile(filePath, &success);
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if(!success) {
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printf("Failed to read Shader: %s", filePath);
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glfwTerminate();
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exit(-1);
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}
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fseek(fp, 0L, SEEK_END);
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lSize = ftell(fp);
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rewind(fp);
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buffer = malloc(lSize + 1);
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if(!buffer) {
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fclose(fp);
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printf("out of memory");
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exit(1);
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ShaderId = glCreateShader(shaderType);
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const char *tmpShaderSrc = ShaderSrc;
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glShaderSource(ShaderId, 1, &tmpShaderSrc, NULL);
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glCompileShader(ShaderId);
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free(ShaderSrc);
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int compileSuccess;
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glGetShaderiv(ShaderId, GL_COMPILE_STATUS, &compileSuccess);
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if(!compileSuccess) {
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char infoLog[512];
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glGetShaderInfoLog(ShaderId, 512, NULL, infoLog);
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printf("Failed to compile Shader: %s Error: %s", filePath, infoLog);
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}
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size_t readReturn = fread(buffer, lSize, 1, fp);
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fclose(fp);
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if(readReturn != 1) {
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printf("Can't read Shader");
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exit(1);
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}
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printf("%s", buffer);
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return 0;
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return ShaderId;
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}
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unsigned int linkShader(unsigned int vertexShader, unsigned int fragmentShader) {
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unsigned int 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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int success;
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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char infoLog[512];
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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printf("Failed to link Shader. Error: %s", infoLog);
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glfwTerminate();
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exit(-1);
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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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Reference in New Issue
Block a user