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#include <gl/glew.h>
#include <gl/freeglut.h>
#include <stdio.h>
#include <math.h>
GLuint renderingProgram;
GLuint vertexArrayObject;
double timeOfRun = 0.0;
char *loadShaderFile(char *fileName)
{
FILE *shaderSourceFile = fopen(fileName, "r");
long shaderSourceLength;
GLchar *shaderSource = (GLchar*)malloc(2000);
for(int i=0; i<2000; i++)
*(shaderSource+i) = '\0';
if(shaderSourceFile == NULL) exit(EXIT_FAILURE);
fseek(shaderSourceFile, 0, SEEK_END);
shaderSourceLength = ftell(shaderSourceFile);
rewind(shaderSourceFile);
fread((GLchar*)shaderSource, shaderSourceLength, sizeof(char), shaderSourceFile);
fclose(shaderSourceFile);
return shaderSource;
}
GLuint compileShaders()
{
const GLchar *vertexShaderSource;
const GLchar *fragmentShaderSource;
GLuint vertexShader;
GLuint fragmentShader;
GLuint program;
vertexShaderSource = loadShaderFile("openglSuperTutorials11.vss");
fragmentShaderSource = loadShaderFile("openglSuperTutorials11.fss");
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
}
void init()
{
GLuint textureBuffer;
GLfloat textureData[] =
{
1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0
};
glGenTextures(1, &textureBuffer);
glBindTexture(GL_TEXTURE_2D, textureBuffer);
glTexStorage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 9, 8);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 9, 8, GL_RGBA, GL_FLOAT, textureData);
glSamplerParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
renderingProgram = compileShaders();
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
}
void display(void)
{
GLuint positionBuffer;
GLfloat positionData[] =
{
0.75, -0.75, 0.5, 1.0,
-0.75, -0.75, 0.5, 1.0,
0.75, 0.75, 0.5, 1.0
};
GLfloat bgColor[] = { sin(timeOfRun)*0.5+0.5, 0.0, cos(timeOfRun)*0.5+0.5, 1.0 };
glClearBufferfv(GL_COLOR, 0, bgColor);
glUseProgram(renderingProgram);
glGenBuffers(1, &positionBuffer);
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positionData), positionData, GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glFlush();
}
void idle(void)
{
timeOfRun+=0.02;
Sleep(20);
display();
}
void reshape(int w, int h)
{
idle();
display();
}
void close(void)
{
glDeleteVertexArrays(1, &vertexArrayObject);
glDeleteProgram(renderingProgram);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA);
glutInitWindowPosition(0, 0);
glutInitWindowSize(500, 500);
glutCreateWindow("openglSuperTutorials11 - Erstes Dreieck mit Textur");
if(glewInit()) exit(EXIT_FAILURE);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(idle);
glutCloseFunc(close);
glutMainLoop();
return EXIT_SUCCESS;
}
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