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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "input.h"
#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);
}
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;
}
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