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-rw-r--r--src/main.cpp103
1 files changed, 103 insertions, 0 deletions
diff --git a/src/main.cpp b/src/main.cpp
index fd3a460..bdd92d5 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -5,6 +5,36 @@
#include <iostream>
+const char *vertexShaderSource = R"(
+#version 330 core
+layout (location = 0) in vec3 aPos;
+
+void main()
+{
+ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
+}
+)";
+const char *fragmentShaderSource = R"(
+#version 330 core
+out vec4 FragColor;
+
+void main()
+{
+ FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
+}
+)";
+
+//float vertices[] = {
+// 0.5f, 0.5f, 0.0f, // top right
+// 0.5f, -0.5f, 0.0f, // bottom right
+// -0.5f, -0.5f, 0.0f, // bottom left
+// -0.5f, 0.5f, 0.0f // top left
+//};
+//unsigned int indices[] = { // note that we start from 0!
+// 0, 1, 3, // first triangle
+// 1, 2, 3 // second triangle
+//};
+
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
@@ -35,6 +65,74 @@ int main() {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+ // Vertex Input
+ float vertices[] = {
+ -0.5f, -0.5f, 0.0f,
+ 0.5f, -0.5f, 0.0f,
+ 0.0f, 0.5f, 0.0f
+ };
+
+
+ unsigned int vertexShader;
+ vertexShader = glCreateShader(GL_VERTEX_SHADER); // create a blank shader
+ glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
+ glCompileShader(vertexShader);
+ { // check if shader compiled successfully
+ int success;
+ char infoLog[512];
+ glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
+ if(!success)
+ {
+ glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
+ }
+ }
+
+ unsigned int fragmentShader;
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
+ glCompileShader(fragmentShader);
+ { // check if shader compiled successfully
+ int success;
+ char infoLog[512];
+ glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
+ if(!success)
+ {
+ glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
+ }
+ }
+
+ unsigned int shaderProgram;
+ shaderProgram = glCreateProgram();
+ glAttachShader(shaderProgram, vertexShader);
+ glAttachShader(shaderProgram, fragmentShader);
+ glLinkProgram(shaderProgram);
+ { // check if shader compiled successfully
+ int success;
+ char infoLog[512];
+ glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success);
+ if(!success)
+ {
+ glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n" << infoLog << std::endl;
+ }
+ }
+
+ glDeleteShader(vertexShader); // we dont need these anymore once they are linked in the shader program
+ glDeleteShader(fragmentShader);
+
+ unsigned int VBO, VAO;
+ glGenBuffers(1, &VBO); // generate the buffer
+ glGenVertexArrays(1, &VAO); // generate array
+ glBindVertexArray(VAO); // bind array to apply "settings" to it
+ glBindBuffer(GL_ARRAY_BUFFER, VBO); // bind(activate) the buffer to the ARRAY_BUFFER
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // upload the data
+
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // configure how the vertex array looks
+ glEnableVertexAttribArray(0);
+
+
// game loop
while(!glfwWindowShouldClose(window))
{
@@ -43,6 +141,11 @@ int main() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(shaderProgram); // this will activate the shader and use them for all subsequent shader and render calls
+ glBindVertexArray(VAO); // activate the preconfigured settings
+ glDrawArrays(GL_TRIANGLES, 0, 3); // :)
+
glfwSwapBuffers(window);
glfwPollEvents();
}