Tutorials

Tutorials for getting started with programming on Linux

Shader Program

Gtk Invaders

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After the Brickout tutorial, we can shave a step off of our tutorial. We separate our shaders into files and compile our shader program right away.

$ git clone git@github.com:kion-dgl/DashGL-Library.git DashGL
$ rm -rf DashGL/.git
$ mkdir shader

And the main source.

main.c
#include <epoxy/gl.h> #include <epoxy/glx.h> #include <gtk/gtk.h> #include "DashGL/dashgl.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), "Invaders 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 "); gtk_gl_area_make_current(area); if(gtk_gl_area_get_error(area) != NULL) { fprintf(stderr, "Unknown error "); return; } const GLubyte *renderer = glGetString(GL_RENDER); const GLubyte *version = glGetString(GL_VERSION); printf("Renderer: %s ", renderer); printf("OpenGL version supported %s ", 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 ); GLint compile_ok = GL_FALSE; GLint link_ok = GL_FALSE; const char *vs = "shader/vertex.glsl"; const char *fs = "shader/fragment.glsl"; program = shader_load_program(vs, fs); const char *attribute_name = "coord2d"; attribute_coord2d = glGetAttribLocation(program, attribute_name); if(attribute_coord2d == -1) { fprintf(stderr, "Could not bind attribute %s ", attribute_name); return; } } static void on_render(GtkGLArea *area, GdkGLContext *context) { g_print("on render "); 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); }

Vertex Shader

shader/vertex.glsl
#version 120 attribute vec2 coord2d; void main (void) { gl_Position = vec4(coord2d, 0.0, 1.0); }

Fragment Shader

shader/fragment.glsl
#version 120 void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; }

Compile

$ gcc -c -o DashGL/dashgl.o DashGL/dashgl.c -lepoxy -lpng -lm
$ gcc `pkg-config --cflags gtk+-3.0` main.c DashGL/dashgl.o `pkg-config --libs gtk+-3.0` \
-lepoxy -lm -lpng

Run

$ ./a.out