[22b2c37] | 1 | #include "logger.h"
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[5272b6b] | 2 |
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| 3 | #include <GL/glew.h>
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| 4 | #include <GLFW/glfw3.h>
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| 5 |
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[22b2c37] | 6 | #include <cstdio>
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| 7 | #include <iostream>
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| 8 |
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[5272b6b] | 9 | using namespace std;
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| 10 |
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[772d8c7] | 11 | const bool FULLSCREEN = true;
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| 12 |
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| 13 | void glfw_error_callback(int error, const char* description) {
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| 14 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 15 | }
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| 16 |
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[5272b6b] | 17 | int main(int argc, char* argv[]) {
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| 18 | cout << "New OpenGL Game" << endl;
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| 19 |
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[772d8c7] | 20 | if (!restart_gl_log()) {}
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| 21 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 22 |
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[772d8c7] | 23 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 24 | if (!glfwInit()) {
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| 25 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 26 | return 1;
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[be246ad] | 27 | }
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| 28 |
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| 29 | #ifdef __APPLE__
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| 30 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 31 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 32 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 33 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 34 | #endif
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[5272b6b] | 35 |
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[772d8c7] | 36 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 37 |
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| 38 | GLFWwindow* window = NULL;
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| 39 |
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| 40 | if (FULLSCREEN) {
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| 41 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 42 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 43 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 44 | } else {
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| 45 | window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
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| 46 | }
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| 47 |
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[5272b6b] | 48 | if (!window) {
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| 49 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 50 | glfwTerminate();
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| 51 | return 1;
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| 52 | }
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[644a2e4] | 53 | glfwMakeContextCurrent(window);
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[5272b6b] | 54 | glewExperimental = GL_TRUE;
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| 55 | glewInit();
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| 56 |
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| 57 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 58 | const GLubyte* version = glGetString(GL_VERSION);
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| 59 | printf("Renderer: %s\n", renderer);
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| 60 | printf("OpenGL version supported %s\n", version);
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| 61 | glEnable(GL_DEPTH_TEST);
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| 62 | glDepthFunc(GL_LESS);
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[516668e] | 63 |
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| 64 | GLfloat points[] = {
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| 65 | 0.0f, 0.5f, 0.0f,
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| 66 | 0.5f, -0.5f, 0.0f,
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| 67 | -0.5f, -0.5f, 0.0f,
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| 68 | };
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| 69 |
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| 70 | GLuint vbo = 0;
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| 71 | glGenBuffers(1, &vbo);
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| 72 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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| 73 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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| 74 |
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[644a2e4] | 75 | GLuint vao = 0;
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[516668e] | 76 | glGenVertexArrays(1, &vao);
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| 77 | glBindVertexArray(vao);
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| 78 | glEnableVertexAttribArray(0);
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| 79 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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| 80 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 81 |
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[644a2e4] | 82 | const char* vertex_shader =
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| 83 | "#version 410\n"
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| 84 | "in vec3 vp;"
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| 85 | "void main() {"
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| 86 | " gl_Position = vec4(vp, 1.0);"
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| 87 | "}";
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| 88 |
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| 89 | GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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| 90 | glShaderSource(vs, 1, &vertex_shader, NULL);
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| 91 | glCompileShader(vs);
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| 92 |
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| 93 | const char* fragment_shader =
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| 94 | "#version 410\n"
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| 95 | "out vec4 frag_color;"
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| 96 | "void main() {"
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| 97 | " frag_color = vec4(0.5, 0.0, 0.5, 1.0);"
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| 98 | "}";
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| 99 |
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| 100 | GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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| 101 | glShaderSource(fs, 1, &fragment_shader, NULL);
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| 102 | glCompileShader(fs);
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| 103 |
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| 104 | GLuint shader_program = glCreateProgram();
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| 105 | glAttachShader(shader_program, vs);
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| 106 | glAttachShader(shader_program, fs);
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| 107 | glLinkProgram(shader_program);
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| 108 |
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| 109 | while (!glfwWindowShouldClose(window)) {
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| 110 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 111 | glUseProgram(shader_program);
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| 112 | glBindVertexArray(vao);
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| 113 | glDrawArrays(GL_TRIANGLES, 0, 3);
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[772d8c7] | 114 |
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[644a2e4] | 115 | glfwPollEvents();
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| 116 | glfwSwapBuffers(window);
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[772d8c7] | 117 |
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| 118 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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| 119 | glfwSetWindowShouldClose(window, 1);
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| 120 | }
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[644a2e4] | 121 | }
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| 122 |
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[5272b6b] | 123 | glfwTerminate();
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| 124 | return 0;
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| 125 | }
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