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- #include <GL/glew.h>
- #include <GLFW/glfw3.h>
- #include <iostream>
- 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);
- // error handling
- 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(length * sizeof(char));
- glGetShaderInfoLog(id, length, &length, message);
- std::cout << "Failed to compile " << ((type == GL_VERTEX_SHADER) ? "vertex" : "fragment") << " shader! " << std::endl;
- std::cout << message << std::endl;
- 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;
- /* Initialize the library */
- if (!glfwInit())
- return -1;
- /* Create a windowed mode window and its OpenGL context */
- window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
- if (!window)
- {
- glfwTerminate();
- return -1;
- }
- /* Make the window's context current */
- glfwMakeContextCurrent(window);
- if (glewInit() != GLEW_OK) {
- std::cout << "Error!" << std::endl;
- }
- std::cout << glGetString(GL_VERSION) << std::endl;
- 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, sizeof(positions), 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, 0.0);\n"
- "}\n;";
- unsigned int shader = createShader(vertexShader, fragmentShader);
- glUseProgram(shader);
- /* Loop until the user closes the window */
- while (!glfwWindowShouldClose(window))
- {
- /* Render here */
- glClear(GL_COLOR_BUFFER_BIT);
- /*
- glBegin(GL_TRIANGLES);
- glVertex2f(-0.5f, -0.5f);
- glVertex2f( 0.0f, 0.5f);
- glVertex2f( 0.5f, -0.5f);
- glEnd();
- */
- glDrawArrays(GL_TRIANGLES, 0, 3);
- /* Swap front and back buffers */
- glfwSwapBuffers(window);
- /* Poll for and process events */
- glfwPollEvents();
- }
- glDeleteProgram(shader);
- glfwTerminate();
- return 0;
- }
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