Files
Demo/main.cpp

155 lines
3.6 KiB
C++

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cstdio>
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();
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);
/* Poll for and process events */
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
}