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