This commit is contained in:
2022-07-10 00:38:46 +02:00
commit cce94bcb3f
24 changed files with 20530 additions and 0 deletions

35
src/Input.c Normal file
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#include "Input.h"
extern float pos[3];
/* 0: nothing
* 1: W
* 2: S
* 3: A
* 4: D
*/
static bool pressed[5];
static int index;
void key_pressed(GLFWwindow* window, int key, int scancode, int action, int mods){
if ( key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, true);
if ( key == GLFW_KEY_Q && action == GLFW_PRESS ) glfwSetWindowShouldClose(window, true);
index = 0;
if ( key == GLFW_KEY_W ) index = 1;
if ( key == GLFW_KEY_S ) index = 2;
if ( key == GLFW_KEY_A ) index = 3;
if ( key == GLFW_KEY_D ) index = 4;
if ( action == GLFW_PRESS ) pressed[index] = true;
if ( action == GLFW_RELEASE ) pressed[index] = false;
}
void processInput(){
if (pressed[1] == true) pos[1] += 0.01f;
if (pressed[2] == true) pos[1] -= 0.01f;
if (pressed[3] == true) pos[0] -= 0.01f;
if (pressed[4] == true) pos[0] += 0.01f;
}

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src/Input.h Normal file
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#ifndef INPUT
#define INPUT
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
void key_pressed();
void processInput();
#endif

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src/Renderer.c Normal file
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#include "Renderer.h"
extern int windowHeight;
extern int windowWidth;
GLFWwindow* initOpenGL() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
if(window == NULL) {
printf("Failed to create a window\n");
glfwTerminate();
exit(-1);
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, WindowGotResized);
if(!gladLoadGLLoader( (GLADloadproc) glfwGetProcAddress )) {
printf("Failed to initialize GLAD");
exit(-1);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Set Global Texture Parameters
float borderColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return window;
}
void WindowGotResized(GLFWwindow* window, int width, int height) {
windowHeight = height;
windowWidth = width;
glViewport(0, 0, width, height);
}
unsigned int compileShaderProgram(const char** vertexSrc, const char** fragmentSrc) {
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, vertexSrc, NULL);
glCompileShader(vertexShader);
int vertexSuccess;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexSuccess);
if(!vertexSuccess) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("SHADER::VERTEX::COMPILATION_FAILED\n %s \n", infoLog);
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, fragmentSrc, NULL);
glCompileShader(fragmentShader);
int fragmentSuccess;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentSuccess);
if(!fragmentSuccess){
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("SHADER::FRAGMENT::COMPILATION_FAILED\n %s \n", infoLog);
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
int programSuccess;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programSuccess);
if(!programSuccess) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("SHADER::PROGRAM::LINKING_FAILED\n %s \n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
unsigned int createShader(char* vertexPath, char* fragmentPath) {
FILE* vertex_file = fopen(vertexPath, "r");
FILE* fragment_file = fopen(fragmentPath, "r");
if( vertex_file == NULL || fragment_file == NULL ) {
printf("Failed to load shaders.\n");
exit(1);
}
struct stat vertex_stat;
struct stat fragment_stat;
stat(vertexPath, &vertex_stat);
stat(fragmentPath, &fragment_stat);
int vertex_length = vertex_stat.st_size;
int fragment_length = fragment_stat.st_size;
char* vertex_src = (char*)malloc(vertex_length+1);
char* fragment_src = (char*)malloc(fragment_length+1);
memset(vertex_src, 0, vertex_length+1);
memset(fragment_src, 0, fragment_length+1);
fread(vertex_src, sizeof(char), vertex_length, vertex_file );
fread(fragment_src, sizeof(char), fragment_length, fragment_file );
vertex_src[vertex_length+1] = '\0';
fragment_src[fragment_length+1] = '\0';
// printf("%s", vertex_src);
// printf("%s", fragment_src);
const char* vertexSrc = vertex_src;
const char* fragmentSrc = fragment_src;
unsigned int shaderProgram;
shaderProgram = compileShaderProgram(&vertexSrc, &fragmentSrc);
free(fragment_src);
free(vertex_src);
return shaderProgram;
}
unsigned int createTexture(char* path){
// Generate Texture
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// Set Texure Parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load texture image
int width, height, channels;
unsigned char *data = stbi_load(path, &width, &height, &channels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
printf("Failed to load texture %s", path);
}
stbi_image_free(data);
return texture;
}

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src/Renderer.h Normal file
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#ifndef OPENGLINITIALIZATION
#define OPENGLINITIALIZATION
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <string.h>
#include <stb_image.h>
GLFWwindow* initOpenGL();
void WindowGotResized(GLFWwindow* window, int width, int height);
unsigned int compileShaderProgram(const char** vertexSrc, const char** fragmentSrc);
unsigned int createShader(char* vertexPath, char* fragmentPath);
unsigned int createTexture(char* path);
#endif

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src/glad.c Normal file

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src/main.c Normal file
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#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <stdbool.h>
#include <linmath.h>
#include "Renderer.h"
#include "Input.h"
float pos[3] = {0.0f, 0.0f, 0.0f};
int windowWidth;
int windowHeight;
int main(int argc, char *argv[]) {
GLFWwindow* window = initOpenGL();
glfwSetKeyCallback(window, &key_pressed);
const float square[] = {
-0.5f, -0.5f, 0.0f, 1.0f, -1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.0f, -1.0f, 1.0f,
-0.5f, 0.5f, 0.0f, -1.0f, -1.0f,
};
// CreateShader
unsigned int circleShader = createShader("assets/shaders/circleVertex.glsl", "assets/shaders/circleFragment.glsl");
// Initialise VBO and VAO
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(square), square, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2,GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
float aspect = (float)windowWidth / (float) windowHeight;
mat4x4 proj, view;
mat4x4_identity(proj);
mat4x4_identity(view);
proj[1][1] = aspect;
unsigned int projLoc = glGetUniformLocation(circleShader, "proj");
unsigned int viewLoc = glGetUniformLocation(circleShader, "view");
unsigned int transLoc = glGetUniformLocation(circleShader, "transform");
mat4x4 transform;
mat4x4_identity(transform);
while(!glfwWindowShouldClose(window)) {
aspect = (float) windowWidth / (float) windowHeight;
printf("x: %f y: %f \n", pos[0], pos[1]);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(circleShader);
proj[1][1] = aspect;
mat4x4_translate(transform, pos[0], pos[1], pos[2]);
glUniformMatrix4fv(projLoc, 1, GL_FALSE, *proj);
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, *view);
glUniformMatrix4fv(transLoc, 1, GL_FALSE, *transform);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glfwSwapBuffers(window);
glfwPollEvents();
processInput();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}

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src/stb_image.c Normal file
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#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>