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May 20th, 2018
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  1. #include <GL/glew.h>
  2. #include <GLFW/glfw3.h>
  3.  
  4. #include <iostream>
  5. #include <string>
  6.  
  7. static unsigned int CompileShader(unsigned int type, const std::string &source)
  8. {
  9. unsigned int id = glCreateShader(type);
  10. const char *src = source.c_str();
  11. glShaderSource(id, 1, &src, nullptr);
  12. glCompileShader(id);
  13.  
  14. int result;
  15. glGetShaderiv(id, GL_COMPILE_STATUS, &result);
  16. if (result == GL_FALSE)
  17. {
  18. int length;
  19. glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
  20. char *message = (char * ) alloca(sizeof(char) * length);
  21. glGetShaderInfoLog(id, length, &length, message);
  22. std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment")
  23. << " shader\n";
  24. std::cout << message << "\n";
  25. glDeleteShader(id);
  26. return 0;
  27. }
  28.  
  29. return id;
  30. }
  31.  
  32. static unsigned int CreateShader(const std::string &vertexShader, const std::string &fragmentShader) {
  33. unsigned int program = glCreateProgram();
  34. unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
  35. unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
  36.  
  37. glAttachShader(program, vs);
  38. glAttachShader(program, fs);
  39. glLinkProgram(program);
  40. glValidateProgram(program);
  41.  
  42. glDeleteShader(vs);
  43. glDeleteShader(fs);
  44.  
  45. return program;
  46. }
  47.  
  48. int main(void)
  49. {
  50. GLFWwindow* window;
  51.  
  52. if (!glfwInit())
  53. return -1;
  54.  
  55. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
  56. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  57. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  58.  
  59. window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
  60. if (!window)
  61. {
  62. glfwTerminate();
  63. return -1;
  64. }
  65.  
  66. glfwMakeContextCurrent(window);
  67.  
  68. if (glewInit() != GLEW_OK)
  69. return 0;
  70.  
  71. float positions[6] = {
  72. -0.5f, -0.5f,
  73. 0.0f, 0.5f,
  74. 0.5f, -0.5f
  75. };
  76.  
  77. unsigned int buffer;
  78. glGenBuffers(1, &buffer);
  79. glBindBuffer(GL_ARRAY_BUFFER, buffer);
  80. glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
  81.  
  82. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
  83. glEnableVertexAttribArray(0);
  84.  
  85. std::string vertexShader =
  86. "#version 330 core\n"
  87. "\n"
  88. "layout(location = 0) in vec4 position;\n"
  89. "\n"
  90. "void main()\n"
  91. "{\n"
  92. " gl_Position = position;\n"
  93. "}\n";
  94.  
  95. std::string fragmentShader =
  96. "#version 330 core\n"
  97. "\n"
  98. "layout(location = 0) out vec4 color;\n"
  99. "\n"
  100. "void main()\n"
  101. "{\n"
  102. " color = vec4(1.0, 0.0, 0.0, 1.0);\n"
  103. "}\n";
  104.  
  105. unsigned int shader = CreateShader(vertexShader, fragmentShader);
  106. glUseProgram(shader);
  107.  
  108. while (!glfwWindowShouldClose(window))
  109. {
  110.  
  111. glClear(GL_COLOR_BUFFER_BIT);
  112.  
  113. glDrawArrays(GL_TRIANGLES, 0, 3);
  114.  
  115. glfwSwapBuffers(window);
  116.  
  117. glfwPollEvents();
  118. }
  119.  
  120. glfwTerminate();
  121. return 0;
  122. }
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