101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <shaders/shader.hpp>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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int main()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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unsigned int indices[] = { // note that we start from 0!
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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unsigned int EBO;
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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Shader ourShader("shaders/shader.vs", "shaders/shader.fs");
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while(!glfwWindowShouldClose(window))
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{
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ourShader.use();
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow *window)
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{
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, true);
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}
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}
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