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- // main.cpp
- // LearnOpenGL.com
- // author: beefviper
- // date: Sept 5, 2024
- #include <glad/glad.h>
- #include <GLFW/glfw3.h>
- #include <iostream>
- void framebuffer_size_callback(GLFWwindow* window, int width, int height);
- void processInput(GLFWwindow* window);
- 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"
- "}\n";
- 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";
- int main()
- {
- glfwInit();
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
- GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
- if (window == NULL)
- {
- std::cout << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
- {
- std::cout << "Failed to initialize GLAD" << std::endl;
- return -1;
- }
- float vertices[] =
- {
- -0.5f, -0.5f, 0.0f,
- 0.5f, -0.5f, 0.0f,
- 0.0f, 0.5f, 0.0f
- };
- unsigned int VBO;
- glGenBuffers(1, &VBO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
- glCompileShader(vertexShader);
- int success{};
- char infoLog[512]{};
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
- if (!success)
- {
- glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
- }
- unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
- glCompileShader(fragmentShader);
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
- if (!success)
- {
- glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
- }
- unsigned int shaderProgram = glCreateProgram();
- glAttachShader(shaderProgram, vertexShader);
- glAttachShader(shaderProgram, fragmentShader);
- glLinkProgram(shaderProgram);
- glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
- if (!success)
- {
- glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n" << infoLog << std::endl;
- }
- glUseProgram(shaderProgram);
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
- unsigned int VAO;
- glGenVertexArrays(1, &VAO);
- glBindVertexArray(VAO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- // render loop
- while (!glfwWindowShouldClose(window))
- {
- // input
- processInput(window);
- // rendering commands here
- glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- // check and call events and swap the buffers
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- glfwTerminate();
- return 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);
- }
- }
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