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- #include <stdio.h>
- #include <iostream>
- #include <string>
- #include <fstream>
- #include <GL\glew.h>
- #include <GLFW\glfw3.h>
- std::string loadFileToString(const char* filePath) {
- std::string fileData;
- std::fstream stream(filePath, std::ios::in);
- if (stream.is_open()) {
- std::string line = "";
- while (getline(stream, line)) {
- fileData += "\n" + line;
- }
- stream.close();
- }
- return fileData;
- }
- GLuint loadShaders(const char* vertShaderPath, const char* fragShaderPath) {
- GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
- GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- std::string vertShaderSource = loadFileToString(vertShaderPath);
- std::string fragShaderSource = loadFileToString(fragShaderPath);
- const char* rawVertShader = vertShaderSource.c_str();
- const char* rawFragShader = fragShaderSource.c_str();
- glShaderSource(vertShader, 1, &rawVertShader, NULL);
- glShaderSource(fragShader, 1, &rawFragShader, NULL);
- glCompileShader(vertShader);
- glCompileShader(fragShader);
- GLuint program = glCreateProgram();
- glAttachShader(program, vertShader);
- glAttachShader(program, fragShader);
- glLinkProgram(program);
- return program;
- }
- int main(int argc, char** argv) {
- if (!glfwInit()) { //Init GLFW
- fprintf(stderr, "GLFW failed to init.");
- return -1;
- }
- glfwWindowHint(GLFW_SAMPLES, 4);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- GLFWwindow* window;
- window = glfwCreateWindow(640, 480, "3D Game", NULL, NULL);
- if (!window) {
- fprintf(stderr, "Failed to create window.");
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- glewExperimental = true;
- if (glewInit() != GLEW_OK) {
- fprintf(stderr, "GLEW failed to init.");
- glfwTerminate();
- return -1;
- }
- GLuint vaoID;
- glGenVertexArrays(1, &vaoID);
- glBindVertexArray(vaoID);
- static const GLfloat verts[] = {
- //X, Y, Z
- -1.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f,
- 0.0f, 1.0f, 0.0f
- };
- GLuint program = loadShaders("shader.vsh", "shader.fsh");
- GLuint vboID;
- glGenBuffers(1, &vboID);
- glBindBuffer(GL_ARRAY_BUFFER, vboID);
- glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
- while (!glfwWindowShouldClose(window)) {
- glEnableVertexAttribArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, vboID);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
- glUseProgram(program);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glDisableVertexAttribArray(0);
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- glfwTerminate(); //Terminate GLFW.
- return 0;
- }
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