// // Created by olivier on 5/3/22. // #include #include #include #include "src/Shader.h" void framebuffer_size_callback(GLFWwindow* window, int width, int height); int main() { // Initialize GLFW glfwInit(); // Set window hints glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); //Create the window GLFWwindow *window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr); if(window == nullptr) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Setup GLAD if(!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // Setup viewport glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //// Setup geometry float vertices[] = { 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, // top right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f,0.0f, 0.0f, 1.0f, // bottom left -0.5f, 0.5f, 0.0f,1.0f, 0.0f, 0.0f // top left }; unsigned int indices[] = { 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; unsigned int VBO, VAO, EBO; //generate buffers glGenBuffers(1, &VBO); glGenVertexArrays(1, &VAO); glGenBuffers(1, &EBO); //Bind buffers glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindVertexArray(VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); //copy data to buffers glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); //SetVertexAttribPointer glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float))); glEnableVertexAttribArray(1); //Create shaders Shader ourShader("src/shaders/shader.vert", "src/shaders/shader.frag"); ourShader.use(); // Render loop while(!glfwWindowShouldClose(window)) { // Render glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ourShader.use(); glBindVertexArray(VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); // Swap buffers glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }