Created
December 24, 2010 06:07
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// Headers | |
#include <windows.h> | |
#include "GLee.h" | |
// Globals | |
bool g_WindowOpen = true; | |
// Window event handler | |
LRESULT CALLBACK windowEvent( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) | |
{ | |
if ( msg == WM_DESTROY ) g_WindowOpen = false; | |
return DefWindowProc( hWnd, msg, wParam, lParam ); | |
} | |
// Application entry point | |
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) | |
{ | |
// Create the window | |
WNDCLASSEX windowClass; | |
ZeroMemory( &windowClass, sizeof( windowClass ) ); | |
windowClass.cbSize = sizeof( WNDCLASSEX ); | |
windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; | |
windowClass.lpfnWndProc = windowEvent; | |
windowClass.hIcon = LoadIcon( NULL, IDI_APPLICATION ); | |
windowClass.hIconSm = LoadIcon( NULL, IDI_APPLICATION ); | |
windowClass.hCursor = LoadCursor( NULL, IDC_ARROW ); | |
windowClass.hbrBackground = (HBRUSH)GetStockObject( WHITE_BRUSH ); | |
windowClass.lpszClassName = L"OpenGLWindow"; | |
RegisterClassEx( &windowClass ); | |
RECT windowSize; | |
windowSize.left = 0; | |
windowSize.top = 0; | |
windowSize.right = 800; | |
windowSize.bottom = 600; | |
AdjustWindowRect( &windowSize, WS_POPUPWINDOW | WS_CAPTION, false ); | |
HWND window = CreateWindowEx( WS_EX_OVERLAPPEDWINDOW, L"OpenGLWindow", L"OpenGL", WS_POPUPWINDOW | WS_CAPTION, 250, 50, windowSize.right - windowSize.left, windowSize.bottom - windowSize.top, NULL, NULL, NULL, NULL ); | |
HDC dc = GetDC( window ); | |
ShowWindow( window, SW_SHOWNORMAL ); | |
UpdateWindow( window ); | |
// Choose appropriate pixel format | |
PIXELFORMATDESCRIPTOR pfd; | |
ZeroMemory( &pfd, sizeof( pfd ) ); | |
pfd.nSize = sizeof( pfd ); | |
pfd.nVersion = 1; | |
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW; | |
pfd.iPixelType = PFD_TYPE_RGBA; | |
pfd.cColorBits = 32; | |
pfd.cDepthBits = 32; | |
pfd.iLayerType = PFD_MAIN_PLANE; | |
int pixelFormat = ChoosePixelFormat( dc, &pfd ); | |
SetPixelFormat( dc, pixelFormat, &pfd ); | |
// Create OpenGL context | |
HGLRC context = wglCreateContext( dc ); | |
wglMakeCurrent( dc, context ); | |
// Set viewport and clear color | |
glViewport( 0, 0, 800, 600 ); | |
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); | |
// Load shaders and specify input sources | |
const char* vertexShaderSource = "in vec2 in_Position;\ | |
in vec3 in_Color;\ | |
varying vec3 ex_Color;\ | |
\ | |
void main()\ | |
{\ | |
gl_Position = vec4( ( in_Position.x - 400.0 ) / 400.0, ( 300.0 - in_Position.y ) / 300.0, 0.0, 1.0 );\ | |
ex_Color = in_Color;\ | |
}"; | |
const char* fragmentShaderSource = "varying vec3 ex_Color;\ | |
\ | |
void main()\ | |
{\ | |
gl_FragColor = vec4( ex_Color, 1.0 );\ | |
}"; | |
int vertexShader = glCreateShader( GL_VERTEX_SHADER ); | |
glShaderSource( vertexShader, 1, &vertexShaderSource, 0 ); | |
glCompileShader( vertexShader ); | |
int fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); | |
glShaderSource( fragmentShader, 1, &fragmentShaderSource, 0 ); | |
glCompileShader( fragmentShader ); | |
int shaderProgram = glCreateProgram(); | |
glAttachShader( shaderProgram, vertexShader ); | |
glAttachShader( shaderProgram, fragmentShader ); | |
glBindAttribLocation( shaderProgram, 0, "in_Position" ); | |
glBindAttribLocation( shaderProgram, 1, "in_Color" ); | |
glLinkProgram( shaderProgram ); | |
glUseProgram( shaderProgram ); | |
// Put vertex data in a VBO and set the position and color pointers | |
float vertices[] = { | |
50.0f, 50.0f, 1.0f, 0.0f, 0.0f, | |
750.0f, 50.0f, 0.0f, 1.0f, 0.0f, | |
750.0f, 550.0f, 0.0f, 0.0f, 1.0f, | |
750.0f, 550.0f, 0.0f, 0.0f, 1.0f, | |
50.0f, 550.0f, 1.0f, 0.0f, 1.0f, | |
50.0f, 50.0f, 1.0f, 0.0f, 0.0f, | |
}; | |
unsigned int vbo; | |
glGenBuffers( 1, &vbo ); | |
glBindBuffer( GL_ARRAY_BUFFER, vbo ); | |
glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); | |
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof( float ) * 5, 0 ); | |
glEnableVertexAttribArray( 0 ); | |
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, sizeof( float ) * 5, (void*)( 2 * sizeof( float ) ) ); | |
glEnableVertexAttribArray( 1 ); | |
// Main loop | |
MSG msg; | |
while ( g_WindowOpen ) | |
{ | |
while ( PeekMessage( &msg, window, 0, 0, PM_REMOVE ) ) | |
{ | |
TranslateMessage( &msg ); | |
DispatchMessage( &msg ); | |
} | |
// Clear and draw | |
glClear( GL_COLOR_BUFFER_BIT ); | |
glDrawArrays( GL_TRIANGLES, 0, 6 ); | |
// Present | |
SwapBuffers( dc ); | |
} | |
} |
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