Files
minecraft-clone/src/main.c
2020-06-24 21:47:26 +02:00

115 lines
3.5 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "main.h"
#include <acl/file.h>
int main() {
if(!glfwInit()) {
printf("Faild to initalize GLFW\n");
return -1;
}
glfwSetErrorCallback(&glfwError);
glfwWindowHint(GLFW_SAMPLES, 4);
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;
window = glfwCreateWindow(1920, 1080, "Minecraft-Clone", NULL, NULL);
if(window == NULL) {
printf("Failed to open GLFW window.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD\n");
return -1;
}
glViewport(0, 0, 1920, 1080);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
// parse shader
unsigned int vertexShader = parseShader("shader/test.vert", GL_VERTEX_SHADER);
unsigned int fragmentShader = parseShader("shader/test.frag", GL_FRAGMENT_SHADER);
unsigned int shaderProgram = linkShader(vertexShader, fragmentShader);
glUseProgram(shaderProgram);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
while(!glfwWindowShouldClose(window)) {
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
void glfwError(int id, const char* description) {
printf("Glfw Error: %s\n", description);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
unsigned int parseShader(const char *filePath, const GLenum shaderType) {
bool success;
unsigned int ShaderId;
char *ShaderSrc = acl_ReadTextFile(filePath, &success);
if(!success) {
printf("Failed to read Shader: %s", filePath);
glfwTerminate();
exit(-1);
}
ShaderId = glCreateShader(shaderType);
const char *tmpShaderSrc = ShaderSrc;
glShaderSource(ShaderId, 1, &tmpShaderSrc, NULL);
glCompileShader(ShaderId);
free(ShaderSrc);
int compileSuccess;
glGetShaderiv(ShaderId, GL_COMPILE_STATUS, &compileSuccess);
if(!compileSuccess) {
char infoLog[512];
glGetShaderInfoLog(ShaderId, 512, NULL, infoLog);
printf("Failed to compile Shader: %s Error: %s", filePath, infoLog);
}
return ShaderId;
}
unsigned int linkShader(unsigned int vertexShader, unsigned int fragmentShader) {
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
int success;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
char infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("Failed to link Shader. Error: %s", infoLog);
glfwTerminate();
exit(-1);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}