#include #include #include "input.h" #include 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); } int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // 4.6 is highest glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(800, 600, "Ogle", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to init GLAD" << std::endl; return -1; } glViewport(0, 0, 800, 600); 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)) { processInput(window); 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(); } glfwTerminate(); return 0; }