diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/main.cpp | 103 |
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(); } |
