feat: rendered first polygon

This commit is contained in:
2025-08-24 13:23:46 +02:00
parent 61f8b2e097
commit 9a22f920a3

View File

@@ -2,18 +2,26 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cstdio> #include <cstdio>
void display() { float vertices[] = {
glClear(GL_COLOR_BUFFER_BIT); -0.5f, -0.5f, 0.0f,
glBegin(GL_TRIANGLES); 0.5f, -0.5f, 0.0f,
glColor3f(1.0, 0.0, 0.0); 0.0f, 0.5f, 0.0f
glVertex2f(-0.5, -0.5); };
glColor3f(0.0, 1.0, 0.0);
glVertex2f(0.5, -0.5);
glColor3f(0.0, 0.0, 1.0); const char *vertexShaderSource = "#version 330 core\n"
glVertex2f(0.0, 0.5); "layout (location = 0) in vec3 aPos;\n"
glEnd(); "void main()\n"
glFlush(); "{\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";
/*void framebuffer_size_callback(GLFWwindow* window, int width, int height) /*void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{ {
@@ -26,6 +34,65 @@ void processInput(GLFWwindow *window)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
} }
unsigned int initVBO() {
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
return VBO;
}
unsigned int initVAO() {
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 2. copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, initVBO());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 3. then set our vertex attributes pointers
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
return VAO;
}
unsigned int compVertexShader() {
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
return vertexShader;
}
unsigned int compFragmentShader() {
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
return fragmentShader;
}
unsigned int compShader() {
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
unsigned int vert = compVertexShader();
unsigned int frag = compFragmentShader();
glAttachShader(shaderProgram, vert);
glAttachShader(shaderProgram, frag);
glLinkProgram(shaderProgram);
glDeleteShader(vert);
glDeleteShader(frag);
return shaderProgram;
}
void linkVBO() {
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
}
int main(int argc, char** argv) { int main(int argc, char** argv) {
GLFWwindow* window; GLFWwindow* window;
@@ -52,6 +119,9 @@ int main(int argc, char** argv) {
glViewport(0, 0, 800, 600); glViewport(0, 0, 800, 600);
unsigned int shaderProgramm = compShader();
unsigned int VAO = initVAO();
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
processInput(window); processInput(window);
@@ -62,6 +132,10 @@ int main(int argc, char** argv) {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgramm);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Poll for and process events */ /* Poll for and process events */
glfwPollEvents(); glfwPollEvents();