134 lines
4.1 KiB
C++
134 lines
4.1 KiB
C++
#include <iostream>
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#include "glad/glad.h"
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#include "GLFW/glfw3.h"
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void frameBufferSizeChange(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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}
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void CheckShader(unsigned int shaderIndex, bool isPorgram = false) {
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int successful;
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char logInfo[512];
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if (isPorgram) {
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glad_glGetProgramiv(shaderIndex, GL_LINK_STATUS, &successful);
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} else {
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glad_glGetShaderiv(shaderIndex, GL_COMPILE_STATUS, &successful);
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}
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if (!successful){
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if(isPorgram){
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glad_glGetProgramInfoLog(shaderIndex, 512, nullptr, logInfo);
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}else{
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glad_glGetShaderInfoLog(shaderIndex, 512, nullptr, logInfo);
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}
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std::cout<<logInfo<<std::endl;
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}
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}
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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int main(int argc, char **const argv) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow *window = glfwCreateWindow(800, 600, "Windows", nullptr, nullptr);
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if (window == nullptr) {
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetWindowSizeCallback(window, frameBufferSizeChange);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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auto error = glad_glGetError();
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return static_cast<int>(error);
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}
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float vertices[] = {
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-0.5, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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};
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unsigned int indices[] = {
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0, 1, 3,
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1, 2, 3,
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};
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unsigned int VAO, VBO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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unsigned int vertexShader, fragmentShader, shaderProgram;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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shaderProgram = glCreateProgram();
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glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
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CheckShader(vertexShader);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
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CheckShader(fragmentShader);
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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CheckShader(shaderProgram, true);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(.2f, .3f, .3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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// glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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return 0;
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} |