Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include <GL/glew.h>
- #include <GLFW/glfw3.h>
- #include <iostream>
- #include <string>
- static unsigned int CompileShader(unsigned int type, const std::string &source)
- {
- unsigned int id = glCreateShader(type);
- const char *src = source.c_str();
- glShaderSource(id, 1, &src, nullptr);
- glCompileShader(id);
- int result;
- glGetShaderiv(id, GL_COMPILE_STATUS, &result);
- if (result == GL_FALSE)
- {
- int length;
- glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
- char *message = (char * ) alloca(sizeof(char) * length);
- glGetShaderInfoLog(id, length, &length, message);
- std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment")
- << " shader\n";
- std::cout << message << "\n";
- glDeleteShader(id);
- return 0;
- }
- return id;
- }
- static unsigned int CreateShader(const std::string &vertexShader, const std::string &fragmentShader) {
- unsigned int program = glCreateProgram();
- unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
- unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
- glAttachShader(program, vs);
- glAttachShader(program, fs);
- glLinkProgram(program);
- glValidateProgram(program);
- glDeleteShader(vs);
- glDeleteShader(fs);
- return program;
- }
- int main(void)
- {
- GLFWwindow* window;
- if (!glfwInit())
- return -1;
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
- if (!window)
- {
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- if (glewInit() != GLEW_OK)
- return 0;
- float positions[6] = {
- -0.5f, -0.5f,
- 0.0f, 0.5f,
- 0.5f, -0.5f
- };
- unsigned int buffer;
- glGenBuffers(1, &buffer);
- glBindBuffer(GL_ARRAY_BUFFER, buffer);
- glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
- glEnableVertexAttribArray(0);
- std::string vertexShader =
- "#version 330 core\n"
- "\n"
- "layout(location = 0) in vec4 position;\n"
- "\n"
- "void main()\n"
- "{\n"
- " gl_Position = position;\n"
- "}\n";
- std::string fragmentShader =
- "#version 330 core\n"
- "\n"
- "layout(location = 0) out vec4 color;\n"
- "\n"
- "void main()\n"
- "{\n"
- " color = vec4(1.0, 0.0, 0.0, 1.0);\n"
- "}\n";
- unsigned int shader = CreateShader(vertexShader, fragmentShader);
- glUseProgram(shader);
- while (!glfwWindowShouldClose(window))
- {
- glClear(GL_COLOR_BUFFER_BIT);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- glfwTerminate();
- return 0;
- }
Add Comment
Please, Sign In to add comment