A base project for OpenGL projects. Based of the learn opengl course
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

108 lines
2.9 KiB

//
// Created by olivier on 5/3/22.
//
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#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);
}