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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10 | #if defined(__linux__)
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11 | #define LINUX
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12 | #elif defined(_WIN32)
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13 | #define WINDOWS
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14 | #elif defined(__APPLE__)
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15 | #define MAC
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16 | #endif
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17 |
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18 | #define FULLSCREEN false
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19 |
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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 | GLint compileVertexShader(const GLchar**);
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25 | GLint compileFragmentShader(const GLchar**);
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26 |
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27 | GLint linkShaderProgram(initializer_list<GLint>);
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28 |
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29 | const GLuint WIDTH = 800, HEIGHT = 600;
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30 |
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31 | // Shaders
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32 | const GLchar* vertexShaderSource = "#version 330 core\n"
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33 | "layout (location = 0) in vec3 position;\n"
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34 | "void main()\n"
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35 | "{\n"
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36 | "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
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37 | "}\0";
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38 | const GLchar* fragmentShaderSource = "#version 330 core\n"
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39 | "out vec4 color;\n"
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40 | "void main()\n"
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41 | "{\n"
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42 | "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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43 | "}\n\0";
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44 |
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45 | int main(int argc, char* argv[]) {
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46 | cout << "Starting OpenGL game..." << endl;
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47 |
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48 | cout << "Starting GLFW context, OpenGL 3.3" << endl;
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49 | // Init GLFW
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50 | glfwInit();
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51 |
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52 | // Set all the required options for GLFW
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53 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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54 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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55 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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56 | glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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57 |
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58 | #ifdef MAC // required in OSX
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59 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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60 | #endif
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61 |
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62 | // Create a GLFWwindow object that we can use for GLFW's functions
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63 | GLFWmonitor* monitor = FULLSCREEN ? glfwGetPrimaryMonitor() : nullptr;
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64 |
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65 | GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", monitor, nullptr);
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66 | glfwMakeContextCurrent(window);
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67 | if (window == NULL) {
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68 | cout << "Failed to create GLFW window" << endl;
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69 | glfwTerminate();
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70 | return EXIT_FAILURE;
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71 | }
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72 |
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73 | // Set the required callback functions
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74 | glfwSetKeyCallback(window, key_callback);
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75 |
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76 | // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
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77 | glewExperimental = GL_TRUE;
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78 | // Initialize GLEW to setup the OpenGL Function pointers
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79 | if (glewInit() != GLEW_OK) {
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80 | cout << "Failed to initialize GLEW" << endl;
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81 | return EXIT_FAILURE;
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82 | }
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83 |
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84 | // Define the viewport dimensions
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85 | int width, height;
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86 | glfwGetFramebufferSize(window, &width, &height);
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87 | glViewport(0, 0, width, height);
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88 |
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89 | GLint vertexShader = compileVertexShader(&vertexShaderSource);
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90 | GLint fragmentShader = compileFragmentShader(&fragmentShaderSource);
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91 |
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92 | GLint shaderProgram = linkShaderProgram({vertexShader, fragmentShader});
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93 |
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94 | glDeleteShader(vertexShader);
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95 | glDeleteShader(fragmentShader);
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96 |
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97 | // Set up vertex data (and buffer(s)) and attribute pointers
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98 | //GLfloat vertices[] = {
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99 | // // First triangle
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100 | // 0.5f, 0.5f, // Top Right
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101 | // 0.5f, -0.5f, // Bottom Right
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102 | // -0.5f, 0.5f, // Top Left
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103 | // // Second triangle
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104 | // 0.5f, -0.5f, // Bottom Right
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105 | // -0.5f, -0.5f, // Bottom Left
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106 | // -0.5f, 0.5f // Top Left
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107 | //};
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108 | GLfloat vertices[] = {
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109 | 0.5f, 0.5f, 0.0f, // Top Right
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110 | 0.5f, -0.5f, 0.0f, // Bottom Right
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111 | -0.5f, 0.5f, 0.0f, // Top Left
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112 | 0.5f, -0.5f, 0.0f, // Bottom Right
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113 | -0.5f, -0.5f, 0.0f, // Bottom Left
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114 | -0.5f, 0.5f, 0.0f // Top Left
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115 | };
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116 | GLuint indices[] = { // Note that we start from 0!
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117 | 0, 1, 3, // First Triangle
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118 | 1, 2, 3 // Second Triangle
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119 | };
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120 | GLuint VBO, VAO, EBO;
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121 | glGenVertexArrays(1, &VAO);
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122 | glGenBuffers(1, &VBO);
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123 | //glGenBuffers(1, &EBO);
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124 | // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
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125 | glBindVertexArray(VAO);
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126 |
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127 | glBindBuffer(GL_ARRAY_BUFFER, VBO);
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128 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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129 |
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130 | //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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131 | //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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132 |
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133 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (GLvoid*)0);
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134 | glEnableVertexAttribArray(0);
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135 |
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136 | glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
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137 |
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138 | glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO
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139 |
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140 | // Uncommenting this call will result in wireframe polygons.
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141 | //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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142 |
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143 | // Game loop
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144 | while (!glfwWindowShouldClose(window)) {
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145 | // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
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146 | glfwPollEvents();
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147 |
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148 | // Render
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149 | // Clear the colorbuffer
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150 | glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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151 | glClear(GL_COLOR_BUFFER_BIT);
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152 |
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153 | // Draw our first triangle
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154 | glUseProgram(shaderProgram);
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155 | glBindVertexArray(VAO);
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156 | glDrawArrays(GL_TRIANGLES, 0, 6);
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157 | //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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158 | glBindVertexArray(0);
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159 |
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160 | // Swap the screen buffers
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161 | glfwSwapBuffers(window);
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162 | }
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163 |
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164 | // Properly de-allocate all resources once they've outlived their purpose
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165 | glDeleteVertexArrays(1, &VAO);
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166 | glDeleteBuffers(1, &VBO);
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167 | //glDeleteBuffers(1, &EBO);
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168 |
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169 | glfwTerminate();
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170 | return EXIT_SUCCESS;
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171 | }
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172 |
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173 | // Is called whenever a key is pressed/released via GLFW
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174 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) {
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175 | std::cout << key << std::endl;
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176 | if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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177 | glfwSetWindowShouldClose(window, GL_TRUE);
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178 | }
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179 |
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180 | GLint compileVertexShader(const GLchar** shaderSource) {
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181 | GLint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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182 | glShaderSource(vertexShader, 1, shaderSource, NULL);
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183 | glCompileShader(vertexShader);
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184 |
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185 | // Check for compile time errors
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186 | GLint success;
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187 | GLchar infoLog[512];
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188 | glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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189 | if (!success) {
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190 | glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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191 | cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl << infoLog << endl;
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192 | }
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193 |
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194 | return vertexShader;
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195 | }
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196 |
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197 | GLint compileFragmentShader(const GLchar** shaderSource) {
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198 | GLint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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199 | glShaderSource(fragmentShader, 1, shaderSource, NULL);
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200 | glCompileShader(fragmentShader);
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201 |
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202 | // Check for compile time errors
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203 | GLint success;
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204 | GLchar infoLog[512];
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205 | glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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206 | if (!success) {
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207 | glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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208 | cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl;
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209 | }
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210 |
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211 | return fragmentShader;
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212 | }
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213 |
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214 | GLint linkShaderProgram(initializer_list<GLint> shaders) {
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215 | GLint shaderProgram = glCreateProgram();
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216 |
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217 | for (auto shader : shaders) {
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218 | glAttachShader(shaderProgram, shader);
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219 | }
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220 |
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221 | glLinkProgram(shaderProgram);
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222 |
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223 | // Check for linking errors
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224 | GLint success;
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225 | GLchar infoLog[512];
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226 | glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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227 | if (!success) {
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228 | glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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229 | cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl;
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230 | }
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231 |
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232 | return shaderProgram;
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233 | }
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