draw the first triangle
This commit is contained in:
parent
869fa9d59b
commit
3428be29ae
1 changed files with 115 additions and 35 deletions
150
src/main.cpp
150
src/main.cpp
|
@ -7,56 +7,136 @@ void processInput(GLFWwindow *window);
|
|||
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glViewport(0, 0, 800, 600);
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
processInput(window);
|
||||
float vertices[] = {
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f,
|
||||
0.0f, 0.5f, 0.0f
|
||||
};
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
unsigned int VBO;
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
unsigned int VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glfwTerminate();
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
return 0;
|
||||
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"
|
||||
"}\0";
|
||||
|
||||
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"
|
||||
"}\0";
|
||||
|
||||
unsigned int vertexShader;
|
||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||
|
||||
unsigned int fragmentShader;
|
||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||
|
||||
int success;
|
||||
char infoLog[512];
|
||||
|
||||
glCompileShader(vertexShader);
|
||||
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
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;
|
||||
shaderProgram = glCreateProgram();
|
||||
|
||||
glAttachShader(shaderProgram, vertexShader);
|
||||
glAttachShader(shaderProgram, fragmentShader);
|
||||
glLinkProgram(shaderProgram);
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||
if(!success) {
|
||||
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
processInput(window);
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
{
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
{
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue