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main.cpp
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main.cpp
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#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
// screen configs
const unsigned int SCR_WIDTH=800;
const unsigned int SCR_HEIGHT=600;
// vertex shader source
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main() {\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int main()
{
// glfw: init and config
// ------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// setting up forward compatibility for mac
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw: creating window
// ------------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGLSandbox", NULL, NULL);
if (window == NULL) {
std::cout<<"Failed to create GLFW window"<<std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: loading fuunction pointers
// -----------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// building and compiling shaders
// ------------------------------
// vector shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
// checking for shader compile error
int success; char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::VECTOR::COMPILATION_FAILED\n"<<infoLog<<std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
// checking for shader compile error
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::FRAGMENT::COMPILATION_ERROR\n"<<infoLog<<std::endl;
}
// render loop
// ---------------------------------
while(!glfwWindowShouldClose(window)) {
// processing inputs
processInput(window);
// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// glfw; swap buffers and listen to IO events
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate and clear all allocated resources
// -------------------------------------------------
glfwTerminate();
return 0;
}
// framebuffer callback (window resized)
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
// process all input
void processInput(GLFWwindow* window) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}