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main.cpp
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208 lines (163 loc) · 5.64 KB
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#undef GLFW_DLL
#include <iostream>
#include <stdio.h>
#include <string>
#include <string.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
GLuint VAO, VBO, shader;
//Vertex Shader
static const char* vShader =
" \n\
#version 330 \n\
\n\
layout (location = 0) in vec3 pos; \n\
\n\
void main() \n\
{ \n\
gl_Position = vec4(0.4 * pos.x, 0.4 * pos.y, pos.z, 1.0); \n\
} \n\
";
//Fragment Shader
static const char* fShader =
" \n\
#version 330 \n\
\n\
out vec4 colour; \n\
\n\
void main() \n\
{ \n\
colour = vec4(1.0, 0.0, 0.0, 1.0); \n\
} \n\
";
void CreateTriangle()
{
GLfloat vertices[] =
{
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void AddShader(GLuint theProgram, const char* shaderCode, GLenum shaderType)
{
GLuint theShader = glCreateShader(shaderType);
const GLchar* theCode[1];
theCode[0] = shaderCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
GLint result = 0;
GLchar elog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if (!result)
{
glGetShaderInfoLog(theShader, sizeof(elog), NULL, elog);
printf("Error compiling the %d shader: '%s'\n", shaderType, elog);
return;
}
glAttachShader(theProgram, theShader);
}
void CompileShaders()
{
shader = glCreateProgram();
if (!shader)
{
printf("Error creating shader program!\n");
return;
}
AddShader(shader, vShader, GL_VERTEX_SHADER);
AddShader(shader, fShader, GL_FRAGMENT_SHADER);
GLint result = 0;
GLchar elog[1024] = { 0 };
glLinkProgram(shader);
glGetProgramiv(shader, GL_LINK_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shader, sizeof(elog), NULL, elog);
printf("Error linking program: '%s'\n", elog);
return;
}
glValidateProgram(shader);
glGetProgramiv(shader, GL_VALIDATE_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shader, sizeof(elog), NULL, elog);
printf("Error validating program: '%s'\n", elog);
return;
}
}
int main()
{
//init GLFW
if (!glfwInit())
{
printf("GLFW initialisation failed!");
glfwTerminate();
return 1;
}
//Setup GLFW window properties
//OpenGL version (using 3.3)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
//Core Profile = No Backwards Compatibility
glfwWindowHint(GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//Allow forward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "Test Window", NULL, NULL);
if (!mainWindow)
{
printf("GLFW window creation failed!");
glfwTerminate();
return 1;
}
//Get Buffer size information
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);
//Set context for GLEW to use
glfwMakeContextCurrent(mainWindow);
//Allow modern extension features
//for secret room 3 enter - https://forms.gle/zfjYzUEzAHDMdM8r5
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
printf("GLEW initialisation failed!");
glfwDestroyWindow(mainWindow);
glfwTerminate();
return 1;
//magic word - AMAZON
}
//Setup Viewport size
glViewport(0, 0, bufferWidth, bufferHeight);
CreateTriangle();
CompileShaders();
//Loop until window closed
while (!glfwWindowShouldClose(mainWindow))
{
//Get + Handle user input events
glfwPollEvents();
//Clear window
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//draw here
glUseProgram(shader);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
//end draw
glfwSwapBuffers(mainWindow);
}
return 0;
}