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authorLorenzo Torres <lorenzotorres@outlook.it>2025-03-12 19:56:19 +0100
committerLorenzo Torres <lorenzotorres@outlook.it>2025-03-12 19:56:19 +0100
commit4f45899a3c28440724ffcaa3a604ad48f18a25c8 (patch)
treececd79da4e3e3cb17ffd86ec1a58d6e77a44cb83 /ext/glfw/examples/triangle-opengles.c
parentfc39b277155044366f1647b238a415fab4028d83 (diff)
base code
Diffstat (limited to 'ext/glfw/examples/triangle-opengles.c')
-rw-r--r--ext/glfw/examples/triangle-opengles.c170
1 files changed, 170 insertions, 0 deletions
diff --git a/ext/glfw/examples/triangle-opengles.c b/ext/glfw/examples/triangle-opengles.c
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+++ b/ext/glfw/examples/triangle-opengles.c
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+//========================================================================
+// OpenGL ES 2.0 triangle example
+// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
+//
+// This software is provided 'as-is', without any express or implied
+// warranty. In no event will the authors be held liable for any damages
+// arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it
+// freely, subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented; you must not
+// claim that you wrote the original software. If you use this software
+// in a product, an acknowledgment in the product documentation would
+// be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such, and must not
+// be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source
+// distribution.
+//
+//========================================================================
+
+#define GLAD_GLES2_IMPLEMENTATION
+#include <glad/gles2.h>
+#define GLFW_INCLUDE_NONE
+#include <GLFW/glfw3.h>
+
+#include "linmath.h"
+
+#include <stdlib.h>
+#include <stddef.h>
+#include <stdio.h>
+
+typedef struct Vertex
+{
+ vec2 pos;
+ vec3 col;
+} Vertex;
+
+static const Vertex vertices[3] =
+{
+ { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
+ { { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
+ { { 0.f, 0.6f }, { 0.f, 0.f, 1.f } }
+};
+
+static const char* vertex_shader_text =
+"#version 100\n"
+"precision mediump float;\n"
+"uniform mat4 MVP;\n"
+"attribute vec3 vCol;\n"
+"attribute vec2 vPos;\n"
+"varying vec3 color;\n"
+"void main()\n"
+"{\n"
+" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
+" color = vCol;\n"
+"}\n";
+
+static const char* fragment_shader_text =
+"#version 100\n"
+"precision mediump float;\n"
+"varying vec3 color;\n"
+"void main()\n"
+"{\n"
+" gl_FragColor = vec4(color, 1.0);\n"
+"}\n";
+
+static void error_callback(int error, const char* description)
+{
+ fprintf(stderr, "GLFW Error: %s\n", description);
+}
+
+static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+}
+
+int main(void)
+{
+ glfwSetErrorCallback(error_callback);
+
+ if (!glfwInit())
+ exit(EXIT_FAILURE);
+
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+
+ GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle (EGL)", NULL, NULL);
+ if (!window)
+ {
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+ window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle", NULL, NULL);
+ if (!window)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
+ }
+
+ glfwSetKeyCallback(window, key_callback);
+
+ glfwMakeContextCurrent(window);
+ gladLoadGLES2(glfwGetProcAddress);
+ glfwSwapInterval(1);
+
+ GLuint vertex_buffer;
+ glGenBuffers(1, &vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
+ glCompileShader(vertex_shader);
+
+ const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
+ glCompileShader(fragment_shader);
+
+ const GLuint program = glCreateProgram();
+ glAttachShader(program, vertex_shader);
+ glAttachShader(program, fragment_shader);
+ glLinkProgram(program);
+
+ const GLint mvp_location = glGetUniformLocation(program, "MVP");
+ const GLint vpos_location = glGetAttribLocation(program, "vPos");
+ const GLint vcol_location = glGetAttribLocation(program, "vCol");
+
+ glEnableVertexAttribArray(vpos_location);
+ glEnableVertexAttribArray(vcol_location);
+ glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
+ sizeof(Vertex), (void*) offsetof(Vertex, pos));
+ glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
+ sizeof(Vertex), (void*) offsetof(Vertex, col));
+
+ while (!glfwWindowShouldClose(window))
+ {
+ int width, height;
+ glfwGetFramebufferSize(window, &width, &height);
+ const float ratio = width / (float) height;
+
+ glViewport(0, 0, width, height);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ mat4x4 m, p, mvp;
+ mat4x4_identity(m);
+ mat4x4_rotate_Z(m, m, (float) glfwGetTime());
+ mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
+ mat4x4_mul(mvp, p, m);
+
+ glUseProgram(program);
+ glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+ }
+
+ glfwDestroyWindow(window);
+
+ glfwTerminate();
+ exit(EXIT_SUCCESS);
+}
+