Created
February 10, 2018 13:54
-
-
Save Miigon/3f0da38cb8969b1c6bb17debf9226832 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <SDL2/SDL.h> | |
#include <SDL2/SDL_image.h> | |
#include <GL/glew.h> | |
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" | |
"}\n\0"; | |
int main() | |
{ | |
SDL_Init(SDL_INIT_VIDEO || SDL_INIT_TIMER); | |
IMG_Init(IMG_INIT_PNG); | |
SDL_Window *win = SDL_CreateWindow("Untitled",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,640,480,SDL_WINDOW_OPENGL); | |
int quit = false; | |
SDL_Event event; | |
SDL_GLContext context = SDL_GL_CreateContext(win); | |
SDL_Renderer *render = SDL_CreateRenderer(win, -1, 0); | |
glewExperimental = GL_TRUE; | |
glewInit(); | |
//glViewport(0, 0, 640,480); | |
//glEnable(GL_TEXTURE_2D); | |
GLuint vertexShader; | |
vertexShader = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); | |
glCompileShader(vertexShader); | |
GLuint fragmentShader; | |
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); | |
glCompileShader(fragmentShader); | |
GLuint shaderProgram; | |
shaderProgram = glCreateProgram(); | |
glAttachShader(shaderProgram, vertexShader); | |
glAttachShader(shaderProgram, fragmentShader); | |
glLinkProgram(shaderProgram); | |
glDeleteShader(vertexShader); | |
glDeleteShader(fragmentShader); | |
GLfloat vertices[] = { | |
-0.5f, -0.5f, 0.0f, | |
0.5f, -0.5f, 0.0f, | |
0.0f, 0.5f, 0.0f | |
}; | |
GLuint VBO; | |
glGenBuffers(1, &VBO); | |
GLuint VAO; | |
glGenVertexArrays(1, &VAO); | |
glBindVertexArray(VAO); | |
glBindBuffer(GL_ARRAY_BUFFER, VBO); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); | |
glEnableVertexAttribArray(0); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
glBindVertexArray(0); | |
while(quit == false) | |
{ | |
glClearColor(0.1,0.1,0.4,0); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glUseProgram(shaderProgram); | |
glBindVertexArray(VAO); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glBindVertexArray(0); | |
SDL_GL_SwapWindow(win); | |
while(SDL_PollEvent(&event)) | |
{ | |
switch(event.type) | |
{ | |
case SDL_QUIT: | |
quit = true; | |
break; | |
default: | |
break; | |
} | |
} | |
SDL_Delay(40); | |
} | |
return 0; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment