112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <fcntl.h>
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#include <unistd.h>
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#include <iostream>
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#include <string>
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using namespace std;
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const char *VERTEX_SHADER = "#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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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *FRAG_SHADER = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main(){\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0";
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void resizeWindow(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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int main(){
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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, "Learning OpenGL", NULL, NULL);
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if (window == NULL){
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write(1, "Failed to create GLFW window\n", 29);
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)){
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write(1, "Failed to initialize GLAD\n", 26);
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return -1;
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, resizeWindow);
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &VERTEX_SHADER, NULL);
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glCompileShader(vertexShader);
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int success;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success){
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char infoLog[512];
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR: Vertex shader compilation failed\n" << infoLog;
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}
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unsigned int fragmentShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(fragmentShader, 1, &FRAG_SHADER, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success){
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char infoLog[512];
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR: Fragment shader compilation failed\n" << infoLog;
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}
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unsigned int shader;
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shader = glCreateProgram();
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glAttachShader(shader, vertexShader);
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glAttachShader(shader, fragmentShader);
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glLinkProgram(shader);
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success){
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char infoLog[512];
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glGetProgramInfoLog(shader, 512, NULL, infoLog);
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std::cout << "ERROR: Failed to link shader\n" << infoLog;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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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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while (!glfwWindowShouldClose(window)){
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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} |