[cfda3b2] | 1 | #include <iostream>
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| 2 |
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| 3 | // GLEW
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| 4 | #define GLEW_STATIC
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| 5 | #include <GL/glew.h>
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| 6 |
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| 7 | // GLFW
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| 8 | #include <GLFW/glfw3.h>
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| 9 |
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[15c7ed9] | 10 | #if defined(__linux__)
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| 11 | #define LINUX
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[4d52702] | 12 | #elif defined(_WIN32)
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| 13 | #define WINDOWS
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[15c7ed9] | 14 | #elif defined(__APPLE__)
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| 15 | #define MAC
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[5540132] | 16 | #endif
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| 17 |
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[b33f87b] | 18 | #define FULLSCREEN false
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| 19 |
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[cfda3b2] | 20 | using namespace std;
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| 21 |
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| 22 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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| 23 |
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| 24 | const GLuint WIDTH = 800, HEIGHT = 600;
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| 25 |
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| 26 | int main(int argc, char* argv[]) {
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| 27 | cout << "Starting OpenGL game..." << endl;
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| 28 |
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| 29 | cout << "Starting GLFW context, OpenGL 3.3" << endl;
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| 30 | // Init GLFW
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| 31 | glfwInit();
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| 32 |
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| 33 | // Set all the required options for GLFW
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| 34 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 35 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 36 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 37 | glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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| 38 |
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[4d52702] | 39 | #ifdef MAC // required in OSX
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[5540132] | 40 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 41 | #endif
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| 42 |
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[cfda3b2] | 43 | // Create a GLFWwindow object that we can use for GLFW's functions
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[b33f87b] | 44 | GLFWmonitor* monitor = FULLSCREEN ? glfwGetPrimaryMonitor() : nullptr;
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| 45 |
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| 46 | GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", monitor, nullptr);
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[cfda3b2] | 47 | glfwMakeContextCurrent(window);
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| 48 | if (window == NULL) {
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| 49 | cout << "Failed to create GLFW window" << endl;
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| 50 | glfwTerminate();
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[b33f87b] | 51 | return EXIT_FAILURE;
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[cfda3b2] | 52 | }
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| 53 |
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| 54 | // Set the required callback functions
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| 55 | glfwSetKeyCallback(window, key_callback);
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| 56 |
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| 57 | // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
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| 58 | glewExperimental = GL_TRUE;
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| 59 | // Initialize GLEW to setup the OpenGL Function pointers
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| 60 | if (glewInit() != GLEW_OK) {
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| 61 | cout << "Failed to initialize GLEW" << endl;
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[b33f87b] | 62 | return EXIT_FAILURE;
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[cfda3b2] | 63 | }
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| 64 |
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| 65 | // Define the viewport dimensions
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| 66 | int width, height;
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| 67 | glfwGetFramebufferSize(window, &width, &height);
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| 68 | glViewport(0, 0, width, height);
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| 69 |
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| 70 | // Game loop
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| 71 | while (!glfwWindowShouldClose(window)) {
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| 72 | // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
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| 73 | glfwPollEvents();
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| 74 |
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| 75 | // Render
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| 76 | // Clear the colorbuffer
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| 77 | glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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| 78 | glClear(GL_COLOR_BUFFER_BIT);
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| 79 |
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| 80 | // Swap the screen buffers
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| 81 | glfwSwapBuffers(window);
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| 82 | }
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| 83 |
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| 84 | glfwTerminate();
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[b33f87b] | 85 | return EXIT_SUCCESS;
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[cfda3b2] | 86 | }
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| 87 |
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| 88 | // Is called whenever a key is pressed/released via GLFW
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| 89 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) {
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| 90 | std::cout << key << std::endl;
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| 91 | if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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| 92 | glfwSetWindowShouldClose(window, GL_TRUE);
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| 93 | }
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