Triangle for GLSL color conversion (C language)

Source: Internet
Author: User

 #include 
 
  #include 
  
   #include 
   
    #include readtext.h#ifdef _APPLE_#include 
    
     #else#define FREEGLUT_STATIC#include 
     
      #endif#pragma  comment(lib, readtext.lib)GLuint vShader, fShader, programHandle;GLint  vaoHandle, vboHandles[2], positionBufferHandle, colorBufferHandle;GLuint elapseTimeUniformLocation, loopDurationLocation, fragLoopDurationLocation;GLint positionLocation, colorLocation;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////int infoLogLength =0;int charWritten =0;char *infoLog;///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////float positionData[]={  0.8f, 0.0f, 0.0f,                        -0.8f, 0.0f, 0.0f,     0.0f, 0.8f, 0.0f};////////////////////////////////////////////float colorData[]= { 1.0, 0.0, 0.0,//                     0.0, 1.0, 0.0,//   0.0, 0.0, 1.0};//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void SetupShader(){char *renderer;char *vender;char *version;char *glslVersion;////////////////////////////////////char *vs, *fs;char *vv, *ff;char *txt;/////////////////////////////////////////////////////////////renderer =glGetString(GL_RENDERER);vender =glGetString(GL_VENDOR);version =glGetString(GL_VERSION);glslVersion =glGetString(GL_SHADING_LANGUAGE_VERSION);printf(graphic card:%s , renderer);printf(graphic company:%s , vender);printf(openGL version:%s , version);printf(GLSL version: %s , glslVersion);printf(*****************************************************);//////////////////////////////////////////////////////////////    //txt =readText(2.txt);//printf(%s,txt);//putchar(10);vShader =glCreateShader(GL_VERTEX_SHADER);vs =readText(shader/triangle.vert);//printf(%s,vs);vv =vs;if(vShader ==0){printf(Error: fail to create shader!);exit(1);}glShaderSource(vShader, 1, &vv, NULL);glCompileShader(vShader);free(vs);glGetShaderiv(vShader, GL_INFO_LOG_LENGTH, &infoLogLength);if(infoLogLength >0){infoLog =(char *)malloc(infoLogLength);glGetShaderInfoLog(vShader, infoLogLength, &charWritten, infoLog);printf(%s, infoLog);printf(**********************************************************);free(infoLog);}/////////////////////////////////////////////////////////////////////////////////fShader =glCreateShader(GL_FRAGMENT_SHADER);if(fShader ==0){printf(can't create fragment shader! );exit(1);}    fs =readText(shader/triangle.frag);    //printf(%s ,fs);ff= fs;glShaderSource(fShader, 1, &ff, NULL);glCompileShader(fShader);free(fs);glGetShaderiv(fShader, GL_INFO_LOG_LENGTH, &infoLogLength);if(infoLogLength >0){infoLog =(char *)malloc(infoLogLength);glGetShaderInfoLog(fShader, infoLogLength, &charWritten, infoLog);////////charWritten is printf(%s ,infoLog);printf(***********************************************************);free(infoLog);}//////////////////////////////////////////////////////////////////////////programHandle =glCreateProgram();glAttachShader(programHandle, vShader);glAttachShader(programHandle, fShader);glLinkProgram(programHandle);glGetProgramiv(programHandle, GL_INFO_LOG_LENGTH, &infoLogLength);if(infoLogLength >0){infoLog =(char *)malloc(infoLogLength);glGetProgramInfoLog(programHandle, infoLogLength, &charWritten, infoLog);printf(%s , infoLog);printf(**************************************************************************);free(infoLog);}glUseProgram(programHandle);}//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void InitVBO(){glGenBuffers(2, vboHandles);positionBufferHandle =vboHandles[0];//colorBufferHandle =vboHandles[1];    //////////////////////////////////////glBindBuffer(GL_ARRAY_BUFFER, positionBufferHandle);glBufferData(GL_ARRAY_BUFFER, sizeof(positionData), positionData,GL_STATIC_DRAW);//glBindBuffer(GL_ARRAY_BUFFER, colorBufferHandle);//glBufferData(GL_ARRAY_BUFFER, sizeof(colorData), colorData, GL_STATIC_DRAW);//////////////////////////////////////////    glGenVertexArrays(1, &vaoHandle);glBindVertexArray(vaoHandle);/////////////////////////////////////////////glEnableVertexAttribArray(0);//glEnableVertexAttribArray(1);///////////////////////////////////glBindBuffer(GL_ARRAY_BUFFER, positionBufferHandle);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);//glBindBuffer(GL_ARRAY_BUFFER, colorBufferHandle);//glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);}///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void SetupRC(){glewInit();SetupShader();InitVBO();glClearColor(1.0, 0.0, 0.0, 1.0);}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void RenderScene(){glClear(GL_COLOR_BUFFER_BIT );glBindVertexArray(vaoHandle);glDrawArrays(GL_TRIANGLES, 0, 3);glBindVertexArray(0);elapseTimeUniformLocation =glGetUniformLocation(programHandle, time);fragLoopDurationLocation =glGetUniformLocation(programHandle,fragLoopDuration);    loopDurationLocation =glGetUniformLocation(programHandle, loopDuration);//printf(%d%d,elapseTimeUniformLocation, loopDurationLocation);glUniform1f(loopDurationLocation, 5.0f);glUniform1f(fragLoopDurationLocation, 10.0f);glUniform1f(elapseTimeUniformLocation, glutGet(GLUT_ELAPSED_TIME)/1000.0f );glutSwapBuffers();glutPostRedisplay();}///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////int main(int argc, char *argv[]){glutInit(&argc, argv);glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);glutInitWindowSize(800, 600);glutInitWindowPosition(0,0);glutCreateWindow(second triangle:active!);SetupRC();glutDisplayFunc(RenderScene);glutMainLoop();return 0;}
     
    
   
  
 
 
 

Triangle. vert

 

#version 400layout(location =0) in vec3 vertexPosition;uniform float loopDuration;uniform float time;void main(){float timeScale = 3.14159f * 2.0f / loopDuration;float currTime = mod(time, loopDuration);vec4 totalOffset = vec4(cos(currTime * timeScale) * 0.5f,sin(currTime * timeScale) * 0.5f, 0.0f,0.0f);gl_Position = vec4(vertexPosition,1.0) + totalOffset;}

Triangle. frag

 

 

#version 400out vec4 fragColor;uniform float fragLoopDuration;uniform float time;const vec4 firstColor =vec4(1.0f, 0.0f, 0.0f, 1.0f);const vec4 secondColor =vec4(0.0f, 1.0f, 0.0f, 1.0f);void main(){float currentTime =mod(time, fragLoopDuration);float currentLerp =currentTime/fragLoopDuration;fragColor =mix(firstColor, secondColor, currentLerp); }


 

Related Article

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.