#include #include #include #include "FullScreenQuad.hpp" float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; 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"; /*void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }*/ void processInput(GLFWwindow *window) { if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) 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); } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } int main(int argc, char** argv) { GLFWwindow* window; if (!glfwInit()) return -1; window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW error: %s\n", glewGetErrorString(err)); return 1; } glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); unsigned int shaderProgramm = compShader(); unsigned int VAO = initVAO(); FullScreenQuad fsq{}; while (!glfwWindowShouldClose(window)) { processInput(window); /* Render here */ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgramm); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(fsq.getVAO()); glDrawArrays(GL_TRIANGLES, 0, 6); /* Poll for and process events */ glfwPollEvents(); glfwSwapBuffers(window); } glfwTerminate(); }