115 lines
3.5 KiB
C
115 lines
3.5 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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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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int main() {
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if(!glfwInit()) {
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printf("Faild to initalize GLFW\n");
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return -1;
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}
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glfwSetErrorCallback(&glfwError);
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow *window;
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window = glfwCreateWindow(1920, 1080, "Minecraft-Clone", NULL, NULL);
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if(window == NULL) {
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printf("Failed to open GLFW window.\n");
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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printf("Failed to initialize GLAD\n");
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return -1;
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}
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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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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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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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glBindBuffer(GL_ARRAY_BUFFER, 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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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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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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glfwTerminate();
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return 0;
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}
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void glfwError(int id, const char* description) {
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printf("Glfw Error: %s\n", description);
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}
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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, 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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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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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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