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#include "gl_window.h"
#include <string>
#include "gfx.h"
#include "program.h"
#include "shader.h"
namespace chisel {
const std::string vertex_shader =
"#version 330\n"
"in vec3 pos;\n"
"out vec3 pos_barycentric;\n"
"\n"
"void main() {\n"
"gl_Position = vec4(pos, 1.0);\n"
"int m = int(mod(gl_VertexID, 3));\n"
"float t[3] = float[](0.0, 0.0, 0.0);\n"
"t[m] = 1.0;\n"
"pos_barycentric = vec3(t[0], t[1], t[2]);\n"
"}\n";
const std::string fragment_shader =
"#version 330\n"
"out vec4 color;\n"
"in vec3 pos_barycentric;\n"
"void main() {\n"
"float trigger = pos_barycentric.x/2 + pos_barycentric.y;\n"
"float criteria = trigger*trigger - pos_barycentric.y;\n"
"float delta = 3*fwidth(criteria)/5;\n"
"float alpha = 1 - smoothstep(-delta, delta, criteria);\n"
"color = vec4(pos_barycentric, alpha);\n"
"}\n";
void glfw_init() {
// Initialize glfw
glfwInit();
// Set OpenGL version
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
}
void glfw_finish() {
glfwTerminate();
}
int GLWindow::gl_window_count = 0;
GLWindow::GLWindow() {
if (gl_window_count++ == 0)
glfw_init();
// Create the window
glfw_window = glfwCreateWindow(600, 400, "gl", nullptr, nullptr);
// Create OpenGL context
glfwMakeContextCurrent(glfw_window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
auto program = gfx::Program();
{
auto vs = gfx::Shader(vertex_shader, gfx::VERTEX_SHADER);
auto fs = gfx::Shader(fragment_shader, gfx::FRAGMENT_SHADER);
program.attach(vs);
program.attach(fs);
program.link();
}
program.use();
while (true) {
glfwPollEvents();
if (glfwWindowShouldClose(glfw_window))
break;
int w, h;
glfwGetWindowSize(glfw_window, &w, &h);
width = (float)w;
height = (float)h;
glViewport(0, 0, w, h);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float b[] = {
};
glfwSwapInterval(1);
glfwSwapBuffers(glfw_window);
}
}
GLWindow::~GLWindow() {
glfwDestroyWindow(glfw_window);
if (--gl_window_count == 0)
glfw_finish();
}
}
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