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100 lines
2.6 KiB
100 lines
2.6 KiB
// clang-format off |
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#include <glad/glad.h> |
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#include <GLFW/glfw3.h> |
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#include <iostream> |
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#include "shader.h" |
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// clang-format on |
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void framebuffer_size_callback(GLFWwindow* window, int width, int height); |
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int main() { |
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std::cout << "Hello, World!" << std::endl; |
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glfwInit(); |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); |
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); |
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GLFWwindow* window = glfwCreateWindow(800, 600, "Voronoi", nullptr, nullptr); |
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if (window == nullptr) { |
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std::cout << "Failed to create GLFW window" << std::endl; |
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glfwTerminate(); |
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return -1; |
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} |
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glfwMakeContextCurrent(window); |
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if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) == 0) { |
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std::cout << "Failed to initialize GLAD" << std::endl; |
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return -1; |
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} |
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glViewport(0, 0, 800, 600); |
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); |
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// Add shaders |
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Shader shader("/home/olivier/CodeProject/Voronoi_2/src/shaders/shader.vert", "/home/olivier/CodeProject/Voronoi_2/src/shaders/shader.frag"); |
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float vertices[] = { |
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0.5f, 0.5f, 0.0f, // top right |
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0.5f, -0.5f, 0.0f, // bottom right |
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-0.5f, -0.5f, 0.0f, // bottom left |
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-0.5f, 0.5f, 0.0f // top left |
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}; |
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unsigned int indices[] = { |
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// note that we start from 0! |
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0, 1, 3, // first triangle |
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1, 2, 3 // second triangle |
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}; |
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unsigned int VBO, VAO, EBO; |
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// Generate buffers |
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glGenVertexArrays(1, &VAO); |
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glGenBuffers(1, &VBO); |
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glGenBuffers(1, &EBO); |
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// Bind buffers |
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glBindBuffer(GL_ARRAY_BUFFER, VBO); |
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glBindVertexArray(VAO); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); |
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// Copy data to buffers |
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, |
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GL_STATIC_DRAW); |
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// Set vertex attributes |
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), |
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(void*)nullptr); |
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glEnableVertexAttribArray(0); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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glBindVertexArray(0); |
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// Copy data to buffers |
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// Draw loop |
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while (!glfwWindowShouldClose(window)) { |
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glfwPollEvents(); |
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glClearColor(0.2f, 0.3f, 1.0f, 1.0f); |
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glClear(GL_COLOR_BUFFER_BIT); |
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shader.use(); |
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glBindVertexArray(VAO); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, nullptr); |
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glfwSwapBuffers(window); |
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} |
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glfwTerminate(); |
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return 0; |
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} |
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) { |
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glViewport(0, 0, width, height); |
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}
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