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 | 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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39 | #ifdef MAC // required in OSX
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40 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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41 | #endif
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42 |
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43 | // Create a GLFWwindow object that we can use for GLFW's functions
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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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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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51 | return EXIT_FAILURE;
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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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62 | return EXIT_FAILURE;
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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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85 | return EXIT_SUCCESS;
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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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