1 | #include "logger.h"
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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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6 | #include <cstdio>
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7 | #include <iostream>
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8 |
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9 | using namespace std;
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10 |
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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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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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20 | if (!restart_gl_log()) {}
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21 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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22 |
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23 | glfwSetErrorCallback(glfw_error_callback);
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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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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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35 |
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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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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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53 | glfwMakeContextCurrent(window);
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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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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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75 | GLuint vao = 0;
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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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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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114 |
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115 | glfwPollEvents();
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116 | glfwSwapBuffers(window);
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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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121 | }
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122 |
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123 | glfwTerminate();
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124 | return 0;
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125 | }
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