#include "include/glad.h" #include #include const char* vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\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" "}\0"; void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow* window); void compileShaders(unsigned int* shader, bool fragment); void createShaderProgram(unsigned int* shaderProgram); void setupGLFW(GLFWwindow** window); /** SINGLE TRIANGLE VERTICES float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; */ /** RECTANGLE VERTICES * notice how some of these duplicate? solved below... float vertices[] = { //first triangle 0.5f, 0.5f, 0.0f, // top right 0.5f, -0.5f, 0.0f, // bottom right -0.5f, 0.5f, 0.0f, //top left //second triangle 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f // top left } */ 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, starts from zero 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; bool wireframe = false; int main() { GLFWwindow* window; unsigned int shaderProgram; setupGLFW(&window); createShaderProgram(&shaderProgram); unsigned int VAO; glGenVertexArrays(1, &VAO); unsigned int VBO; glGenBuffers(1, &VBO); unsigned int EBO; glGenBuffers(1, &EBO); // bind Vertex Array Object glBindVertexArray(VAO); // copy our vertices into a buffer for opengl to use glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // copy our indexes glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // set the vertex attributes pointers glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0); glEnableVertexAttribArray(0); while(!glfwWindowShouldClose(window)) { //input processInput(window); //rendering glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); //glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render // check and call events and swap buffers glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } void setupGLFW(GLFWwindow** window) { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window\n"; glfwTerminate(); exit(-1); } glfwMakeContextCurrent(*window); if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) { std::cout << "Failed to init GLAD\n"; exit(-1); } glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback); } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } void compileShaders(unsigned int* shader, bool fragment, const char** source) { int success; char infoLog[512]; *shader = glCreateShader(fragment ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); glShaderSource(*shader, 1, &(*source), NULL); glCompileShader(*shader); glGetShaderiv(*shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(*shader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::" << (fragment ? "FRAGMENT" : "VERTEX") << "::COMPILATION_FAILED\n" << infoLog << "\n"; } } void createShaderProgram(unsigned int* shaderProgram) { int success; char infoLog[512]; unsigned int vertexShader, fragmentShader; compileShaders(&vertexShader, false, &vertexShaderSource); compileShaders(&fragmentShader, true, &fragmentShaderSource); *shaderProgram = glCreateProgram(); glAttachShader(*shaderProgram, vertexShader); glAttachShader(*shaderProgram, fragmentShader); glLinkProgram(*shaderProgram); glGetProgramiv(*shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(*shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << "\n"; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); }