// clang-format off #include #include #include #include "shader.h" // clang-format on void framebuffer_size_callback(GLFWwindow* window, int width, int height); int main() { std::cout << "Hello, World!" << std::endl; glfwInit(); 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); GLFWwindow* window = glfwCreateWindow(800, 600, "Voronoi", nullptr, nullptr); if (window == nullptr) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) == 0) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // Add shaders Shader shader("/home/olivier/CodeProject/Voronoi_2/src/shaders/shader.vert", "/home/olivier/CodeProject/Voronoi_2/src/shaders/shader.frag"); float vertices[] = { 0.5f, 0.5f, 0.0f, // top right 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f // top left }; unsigned int indices[] = { // note that we start from 0! 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; unsigned int VBO, VAO, EBO; // Generate buffers glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); 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); // Set vertex attributes glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)nullptr); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // Copy data to buffers // Draw loop while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0.2f, 0.3f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); shader.use(); glBindVertexArray(VAO); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, nullptr); glfwSwapBuffers(window); } glfwTerminate(); return 0; } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }