2025-04-20 16:05:10 -04:00

200 lines
5.0 KiB
C++

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