[8a6d19d] | 1 | // Include standard headers
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| 2 | #include <stdio.h>
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| 3 | #include <stdlib.h>
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| 4 |
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| 5 | // Include GLEW
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| 6 | #include <GL/glew.h>
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| 7 |
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| 8 | // Include GLFW
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| 9 | #include <GLFW/glfw3.h>
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| 10 | GLFWwindow* window;
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| 11 |
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| 12 | // Include GLM
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| 13 | #include <glm/glm.hpp>
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| 14 | using namespace glm;
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| 15 |
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| 16 | #include "common/shader.hpp"
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| 17 |
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| 18 | int main( void )
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| 19 | {
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| 20 | // Initialise GLFW
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| 21 | if( !glfwInit() )
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| 22 | {
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| 23 | fprintf( stderr, "Failed to initialize GLFW\n" );
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| 24 | getchar();
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| 25 | return -1;
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| 26 | }
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| 27 |
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| 28 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 29 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 30 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 31 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
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| 32 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 33 |
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| 34 | // Open a window and create its OpenGL context
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| 35 | window = glfwCreateWindow( 1024, 768, "Tutorial 02 - Red triangle", NULL, NULL);
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| 36 | if( window == NULL ){
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| 37 | fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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| 38 | getchar();
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| 39 | glfwTerminate();
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| 40 | return -1;
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| 41 | }
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| 42 | glfwMakeContextCurrent(window);
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| 43 |
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| 44 | // Initialize GLEW
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| 45 | glewExperimental = true; // Needed for core profile
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| 46 | if (glewInit() != GLEW_OK) {
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| 47 | fprintf(stderr, "Failed to initialize GLEW\n");
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| 48 | getchar();
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| 49 | glfwTerminate();
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| 50 | return -1;
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| 51 | }
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| 52 |
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| 53 | // Ensure we can capture the escape key being pressed below
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| 54 | glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
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| 55 |
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| 56 | // Dark blue background
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| 57 | glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
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| 58 |
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| 59 | GLuint VertexArrayID;
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| 60 | glGenVertexArrays(1, &VertexArrayID);
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| 61 | glBindVertexArray(VertexArrayID);
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| 62 |
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| 63 | // Create and compile our GLSL program from the shaders
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| 64 | GLuint programID = LoadShaders("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader");
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| 65 |
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| 66 |
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| 67 | static const GLfloat g_vertex_buffer_data[] = {
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| 68 | -1.0f, -1.0f, 0.0f,
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| 69 | 1.0f, -1.0f, 0.0f,
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| 70 | 0.0f, 1.0f, 0.0f,
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| 71 | };
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| 72 |
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| 73 | GLuint vertexbuffer;
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| 74 | glGenBuffers(1, &vertexbuffer);
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| 75 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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| 76 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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| 77 |
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| 78 | do{
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| 79 |
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| 80 | // Clear the screen
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| 81 | glClear( GL_COLOR_BUFFER_BIT );
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| 82 |
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| 83 | // Use our shader
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| 84 | glUseProgram(programID);
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| 85 |
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| 86 | // 1rst attribute buffer : vertices
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| 87 | glEnableVertexAttribArray(0);
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| 88 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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| 89 | glVertexAttribPointer(
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| 90 | 0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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| 91 | 3, // size
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| 92 | GL_FLOAT, // type
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| 93 | GL_FALSE, // normalized?
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| 94 | 0, // stride
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| 95 | (void*)0 // array buffer offset
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| 96 | );
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| 97 |
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| 98 | // Draw the triangle !
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| 99 | glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
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| 100 |
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| 101 | glDisableVertexAttribArray(0);
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| 102 |
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| 103 | // Swap buffers
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| 104 | glfwSwapBuffers(window);
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| 105 | glfwPollEvents();
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| 106 |
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| 107 | } // Check if the ESC key was pressed or the window was closed
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| 108 | while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
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| 109 | glfwWindowShouldClose(window) == 0 );
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| 110 |
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| 111 | // Cleanup VBO
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| 112 | glDeleteBuffers(1, &vertexbuffer);
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| 113 | glDeleteVertexArrays(1, &VertexArrayID);
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| 114 | glDeleteProgram(programID);
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| 115 |
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| 116 | // Close OpenGL window and terminate GLFW
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| 117 | glfwTerminate();
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| 118 |
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| 119 | return 0;
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| 120 | }
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