[5272b6b] | 1 | #include <cstdio>
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| 2 | #include <iostream>
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| 3 |
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| 4 | #include <GL/glew.h>
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| 5 | #include <GLFW/glfw3.h>
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| 6 |
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| 7 | using namespace std;
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| 8 |
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| 9 | int main(int argc, char* argv[]) {
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| 10 | cout << "New OpenGL Game" << endl;
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| 11 |
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| 12 | if (!glfwInit()) {
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| 13 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 14 | return 1;
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| 15 | }
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| 16 |
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| 17 | GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
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| 18 | if (!window) {
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| 19 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 20 | glfwTerminate();
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| 21 | return 1;
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| 22 | }
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[644a2e4] | 23 | glfwMakeContextCurrent(window);
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[5272b6b] | 24 | glewExperimental = GL_TRUE;
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| 25 | glewInit();
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| 26 |
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| 27 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 28 | const GLubyte* version = glGetString(GL_VERSION);
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| 29 | printf("Renderer: %s\n", renderer);
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| 30 | printf("OpenGL version supported %s\n", version);
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| 31 | glEnable(GL_DEPTH_TEST);
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| 32 | glDepthFunc(GL_LESS);
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[516668e] | 33 |
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| 34 | GLfloat points[] = {
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| 35 | 0.0f, 0.5f, 0.0f,
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| 36 | 0.5f, -0.5f, 0.0f,
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| 37 | -0.5f, -0.5f, 0.0f,
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| 38 | };
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| 39 |
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| 40 | GLuint vbo = 0;
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| 41 | glGenBuffers(1, &vbo);
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| 42 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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| 43 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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| 44 |
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[644a2e4] | 45 | GLuint vao = 0;
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[516668e] | 46 | glGenVertexArrays(1, &vao);
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| 47 | glBindVertexArray(vao);
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| 48 | glEnableVertexAttribArray(0);
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| 49 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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| 50 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 51 |
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[644a2e4] | 52 | const char* vertex_shader =
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| 53 | "#version 410\n"
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| 54 | "in vec3 vp;"
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| 55 | "void main() {"
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| 56 | " gl_Position = vec4(vp, 1.0);"
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| 57 | "}";
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| 58 |
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| 59 | GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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| 60 | glShaderSource(vs, 1, &vertex_shader, NULL);
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| 61 | glCompileShader(vs);
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| 62 |
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| 63 | const char* fragment_shader =
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| 64 | "#version 410\n"
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| 65 | "out vec4 frag_color;"
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| 66 | "void main() {"
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| 67 | " frag_color = vec4(0.5, 0.0, 0.5, 1.0);"
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| 68 | "}";
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| 69 |
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| 70 | GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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| 71 | glShaderSource(fs, 1, &fragment_shader, NULL);
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| 72 | glCompileShader(fs);
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| 73 |
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| 74 | GLuint shader_program = glCreateProgram();
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| 75 | glAttachShader(shader_program, vs);
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| 76 | glAttachShader(shader_program, fs);
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| 77 | glLinkProgram(shader_program);
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| 78 |
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| 79 | while (!glfwWindowShouldClose(window)) {
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| 80 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 81 | glUseProgram(shader_program);
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| 82 | glBindVertexArray(vao);
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| 83 | glDrawArrays(GL_TRIANGLES, 0, 3);
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| 84 | glfwPollEvents();
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| 85 | glfwSwapBuffers(window);
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| 86 | }
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| 87 |
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[5272b6b] | 88 | glfwTerminate();
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| 89 | return 0;
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| 90 | }
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