By Kion | Sept. 24, 2017 |
View Source On Github |
The next step is a little long. We will simply more in the next step, but first we write a triangle by defining and compiling shaders directly in the source code.
#include <epoxy/gl.h> #include <epoxy/glx.h> #include <gtk/gtk.h> static void on_realize(GtkGLArea *area); static void on_render(GtkGLArea *area, GdkGLContext *context); GLuint program; GLuint vao, vbo_triangle; GLint attribute_coord2d; int main(int argc, char *argv[]) { GtkWidget *window; GtkWidget *glArea; gtk_init(&argc, &argv); // Initialize Window window = gtk_window_new(GTK_WINDOW_TOPLEVEL); gtk_window_set_title(GTK_WINDOW(window), "Brickout Tutorial"); gtk_window_set_position(GTK_WINDOW(window), GTK_WIN_POS_CENTER); gtk_window_set_default_size(GTK_WINDOW(window), 640, 480); gtk_window_set_type_hint(GTK_WINDOW(window), GDK_WINDOW_TYPE_HINT_UTILITY); g_signal_connect(window, "destroy", G_CALLBACK(gtk_main_quit), NULL); // Initialize GTK GL Area glArea = gtk_gl_area_new(); gtk_widget_set_vexpand(glArea, TRUE); gtk_widget_set_hexpand(glArea, TRUE); g_signal_connect(glArea, "realize", G_CALLBACK(on_realize), NULL); g_signal_connect(glArea, "render", G_CALLBACK(on_render), NULL); gtk_container_add(GTK_CONTAINER(window), glArea); // Show widgets gtk_widget_show_all(window); gtk_main(); return 0; } static void on_realize(GtkGLArea *area) { // Debug Message g_print("on realize\n"); gtk_gl_area_make_current(area); if(gtk_gl_area_get_error(area) != NULL) { fprintf(stderr, "Unknown error\n"); return; } const GLubyte *renderer = glGetString(GL_RENDER); const GLubyte *version = glGetString(GL_VERSION); printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLfloat triangle_vertices[] = { 0.0, 0.8, -0.8, -0.8, 0.8, -0.8 }; glGenBuffers(1, &vbo_triangle); glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle); glBufferData( GL_ARRAY_BUFFER, sizeof(triangle_vertices), triangle_vertices, GL_STATIC_DRAW ); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glDisableVertexAttribArray(0); GLint compile_ok = GL_FALSE; GLint link_ok = GL_FALSE; const char *vs_source = "#version 120\n" "attribute vec2 coord2d; \n" "void main (void) {\n" " gl_Position = vec4(coord2d, 0.0, 1.0);\n" "}"; const char *fs_source = "#version 120\n" "void main (void) {\n" " gl_FragColor[0] = 0.0;\n" " gl_FragColor[1] = 0.0;\n" " gl_FragColor[2] = 1.0;\n" "}"; GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fs_source, NULL); glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_ok); if(!compile_ok) { fprintf(stderr, "Error in fragment shader\n"); return; } GLuint vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vs_source, NULL); glCompileShader(vs); glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_ok); if(!compile_ok) { fprintf(stderr, "Error in vertex shader\n"); return; } program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_ok); if(!link_ok) { fprintf(stderr, "Error when linking program\n"); return; } const char *attribute_name = "coord2d"; attribute_coord2d = glGetAttribLocation(program, attribute_name); if(attribute_coord2d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return; } } static void on_render(GtkGLArea *area, GdkGLContext *context) { g_print("on render\n"); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program); glBindVertexArray(vao); glEnableVertexAttribArray(attribute_coord2d); glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle); glVertexAttribPointer( attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0 ); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(attribute_coord2d); }
Compile with:
$ gcc `pkg-config --cflags gtk+-3.0` main.c `pkg-config --libs gtk+-3.0` -lepoxy
Run with:
$ ./a.out