Created
October 2, 2022 20:07
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first triangle in opengl
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| #include <iostream> | |
| #define GLEW_STATIC | |
| #include <GL/glew.h> | |
| #include <GLFW/glfw3.h> | |
| const char *vertex_shader_source = | |
| "#version 330 core\n" | |
| "layout (location = 0) in vec3 pos;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(pos, 1.0);\n" | |
| "}"; | |
| const char *fragment_shader_source = | |
| "#version 330 core\n" | |
| "out vec4 Color;\n" | |
| "void main()\n" | |
| "{\n" | |
| " Color = vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| struct vertex | |
| { | |
| float x; | |
| float y; | |
| float z; | |
| }; | |
| vertex vertices[] = { | |
| vertex { -0.5f, -0.5f, 0.0f }, | |
| vertex { 0.5f, -0.5f, 0.0f }, | |
| vertex { 0.0f, 0.5f, 0.0f }, | |
| }; | |
| int main(int argc, char **argv) | |
| { | |
| glfwInit(); | |
| 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); | |
| glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); | |
| GLFWwindow* window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr); | |
| glfwMakeContextCurrent(window); | |
| glewExperimental = GL_TRUE; | |
| glewInit(); | |
| unsigned int VAO; | |
| glGenVertexArrays(1, &VAO); | |
| glBindVertexArray(VAO); | |
| unsigned int VBO; | |
| glGenBuffers(1, &VBO); | |
| glBindBuffer(GL_ARRAY_BUFFER, VBO); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertex) * 3, vertices, GL_STATIC_DRAW); | |
| unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
| glShaderSource(vertex_shader, 1, &vertex_shader_source, nullptr); | |
| glCompileShader(vertex_shader); | |
| int success; | |
| char infoLog[1024]; | |
| glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); | |
| if (!success) | |
| { | |
| glGetShaderInfoLog(vertex_shader, 1024, nullptr, infoLog); | |
| std::cout << infoLog << std::endl; | |
| } | |
| unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| glShaderSource(fragment_shader, 1, &fragment_shader_source, nullptr); | |
| glCompileShader(fragment_shader); | |
| glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); | |
| if (!success) | |
| { | |
| glGetShaderInfoLog(vertex_shader, 1024, nullptr, infoLog); | |
| std::cout << infoLog << std::endl; | |
| } | |
| unsigned int shader = glCreateProgram(); | |
| glAttachShader(shader, vertex_shader); | |
| glAttachShader(shader, fragment_shader); | |
| glLinkProgram(shader); | |
| glGetProgramiv(shader, GL_LINK_STATUS, &success); | |
| if (!success) | |
| { | |
| glGetProgramInfoLog(shader, 1024, nullptr, infoLog); | |
| std::cout << infoLog << std::endl; | |
| } | |
| glDeleteShader(vertex_shader); | |
| glDeleteShader(fragment_shader); | |
| glUseProgram(shader); | |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), (void*)0); | |
| glEnableVertexAttribArray(0); | |
| while (!glfwWindowShouldClose(window)) | |
| { | |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_TRIANGLES, 0, 3); | |
| glfwSwapBuffers(window); | |
| glfwPollEvents(); | |
| if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) | |
| glfwSetWindowShouldClose(window, GL_TRUE); | |
| } | |
| glfwTerminate(); | |
| } |
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