#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
// Draw triangle:
// glCreateShader->glShaderSource->glCreateProgram->glCompileShader
// ->glAttachShader->glLinkProgram->glDetachShader->glDeleteShader
// ->Draw triangle with shader program
/*
// vertex.shader
#version 410 core
layout(location = 0) in vec4 position;
void main() {
gl_Position = position;
}
*/
/*
// fragment.shader
#version 410 core
layout(location = 0) out vec4 color;
void main() {
color = vec4(1.0, 1.0, 0.0, 1.0);
}
*/
char vertexShader[128] = "";
char fragmentShader[128] = "";
static void ParseShaders() {
FILE *fp = NULL;
char vertex[32] = "vertex.shader";
if (fopen_s(&fp, vertex, "r") != 0) {
printf("Cannot open input file.\n");
}
else {
int i = 0;
while (!feof(fp)) {
vertexShader[i++] = fgetc(fp);
}
vertexShader[--i] = '\0';
fclose(fp);
}
char fragment[32] = "fragment.shader";
if (fopen_s(&fp, fragment, "r") != 0) {
printf("Cannot open input file.\n");
}
else {
int i = 0;
while (!feof(fp)) {
fragmentShader[i++] = fgetc(fp);
}
fragmentShader[--i] = '\0';
fclose(fp);
}
}
static unsigned int CompileShader(unsigned int type, const char* source) {
unsigned int id = glCreateShader(type);
glShaderSource(id, 1, &source, NULL);
glCompileShader(id);
int ivresult;
glGetShaderiv(id, GL_COMPILE_STATUS, &ivresult);
if (ivresult == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* errormessage = (char*)malloc(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, errormessage);
printf("Failed to compile the %s shader!\n", (type == GL_VERTEX_SHADER ? "vertex" : "fragment"));
printf("%s\n", errormessage);
free(errormessage);
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const char* vertexShader, const char* fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
ParseShaders();
if (!glfwInit()) {
printf("glfwInit() Error!");
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
printf("glewInit() Error!");
return -1;
}
float positions[6] = {
-0.4f, -0.4f,
0.0f, 0.4f,
0.4f, -0.4f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
glClearColor(0.752941f, 0.752941f, 0.752941f, 1.0f);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
/*
run:
*/