From 3428be29ae1ac663dd173109d16d472811f21a90 Mon Sep 17 00:00:00 2001 From: Lukian Date: Tue, 28 Jan 2025 12:57:36 +0100 Subject: [PATCH] draw the first triangle --- src/main.cpp | 150 +++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 115 insertions(+), 35 deletions(-) diff --git a/src/main.cpp b/src/main.cpp index 7b7807d..c21fae1 100644 --- a/src/main.cpp +++ b/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); + } }