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157 lines (114 loc) · 4.49 KB
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#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
void processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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(0.8f, 0.3f, 0.02f, 1.0f);\n"
"}\n\0";
int main() {
//initialise the glfw
glfwInit();
//no clue yet
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
//making the points of the triangle
//we use a range of -1 to 1, with the limit of the range being the border of the window
//also, as openGL is a 3d renderer, the third coordinate is the z axis.
GLfloat points[] = {
-0.5f, -0.5f, 0.0f, //lower left corner
-0.25f, 0.0f, 0.0f, // mid left
0.0f, -0.5f, 0.0f, // low mid
0.5f, -0.5f, 0.0f, //low right
0.25f, 0.0f, 0.0f, // mid right
0.0f, 0.5f, 0.0f // top mid
};
GLuint indices[] ={
0, 1, 2, // POSITIONING OF THE FIRST TRIANGLE
2, 3, 4, // POSITIONING OF THE SECOND TRIANGLE
1, 4, 5 // POSITIONING OF THE THIRD TRIANGLE
};
//just error checks and for debugging
GLFWwindow* window = glfwCreateWindow(800, 600, "Triangle", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//just little error checks to give a reason for progam failing
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, 800, 600);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
GLuint VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glClearColor(0.5f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
while (!glfwWindowShouldClose(window)) {
//input
processInput(window);
//funny
glClearColor(0.5f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES, 0, 3); FOR ONE TRIANGLE
glDrawElements(GL_TRIANGLES, 9, GL_UNSIGNED_INT, 0);
//check for events
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
// TIP See CLion help at <a href="https://www.jetbrains.com/help/clion/">jetbrains.com/help/clion/</a>. Also, you can try interactive lessons for CLion by selecting 'Help | Learn IDE Features' from the main menu.
}
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);
}