hexnando/main.c
2022-11-07 22:09:25 +01:00

178 lines
5.2 KiB
C

#include <GL/glew.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <assert.h>
#include <math.h>
#include <stdlib.h>
#include "hex_math.h"
#define log_err(x) do { fprintf(stderr, "[ERROR] (%s:%d): " str "\n", __FILE__, __LINE__, ##__VA_ARGS__); } while (0)
/* Globals */
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
GLuint vao;
GLuint vbo;
GLuint ebo;
static void glfw_error_callback(int errcode, const char *description)
{
fprintf(stderr, "[GLFW ERROR][ERRCODE %d] %s\n", errcode, description);
}
int main()
{
GLFWwindow *window;
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(800, 800, "Hello World", NULL, NULL);
if (!window) return -1;
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) return -1;
glfwSetErrorCallback(glfw_error_callback);
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertexShaderSource, NULL);
glCompileShader(vertex_shader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex_shader, 512, NULL, infoLog);
fprintf(stderr, "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n %s\n", infoLog);
}
// fragment shader
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragment_shader);
// check for shader compile errors
if (!success)
{
glGetShaderInfoLog(fragment_shader, 512, NULL, infoLog);
fprintf(stderr, "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n %s\n", infoLog);
}
// link shaders
unsigned int shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
// check for linking errors
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader_program, 512, NULL, infoLog);
fprintf(stderr, "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n %s\n", infoLog);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
vec4f background_color;
background_color.r = 0.1f;
background_color.g = 0.2f;
background_color.b = 0.3f;
background_color.a = 1.0f;
hexgrid_t grid;
grid.rows = 1;
grid.columns = 1;
grid.hexes = calloc(1, sizeof(hex_t) * grid.rows * grid.columns);
for (size_t i = 0; i < grid.rows * grid.columns; ++i)
{
grid.hexes[i].position.x = 0.0f;
grid.hexes[i].position.y = 0.0f;
grid.hexes[i].position.z = 0.0f;
grid.hexes[i].position.w = 1.0f;
}
// Get OpenGL objects
float *vertices = calloc(1, 7*3*grid.rows*grid.columns*sizeof(float));
for (uint64_t i = 0; i < grid.columns * grid.rows; ++i)
{
vertices[i*21] = grid.hexes[i].position.x;
vertices[i*21+1] = grid.hexes[i].position.y;
vertices[i*21+2] = grid.hexes[i].position.z;
for (int j = 1; j < 7; ++j)
{
vertices[i*21+j*3] = grid.hexes[i].position.x + cost((j-1)/6.0f);
vertices[i*21+j*3+1] = grid.hexes[i].position.y + sint((j-1)/6.0f);
vertices[i*21+j*3+2] = grid.hexes[i].position.z;
}
}
unsigned int indices[] =
{
0,1,2,
0,2,3,
0,3,4,
0,4,5,
0,5,6,
0,6,1
};
glGenVertexArrays(1, &vao);
glGenBuffers(1,&vbo);
glGenBuffers(1,&ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 7*3*grid.rows*grid.columns*sizeof(float), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glClearColor(background_color.r, background_color.g, background_color.b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawElements(GL_TRIANGLES, 3*6, GL_UNSIGNED_INT, 0);
glfwPollEvents();
glfwSwapBuffers(window);
}
}