#include // #include #include "include/gl_utils.h" #include #include // #include #include "pog.h" #include int main() { glfwInit(); std::cout << "init bruv" << std::endl; 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); GLFWwindow *window; window = glfwCreateWindow(600, 600, "Test Window", NULL, NULL); if (window == NULL) { // error handling std::cout << "AH HECK INIT FAILED BRUV" << std::endl; glfwTerminate(); return -1; } std::cout << "abouta viewport" << std::endl; // glViewport(0, 0, 1920, 1080); std::cout << "viewported bruv" << std::endl; glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); std::cout << "set frame buffer size callback" << std::endl; // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } if (!GLAD_GL_ARB_direct_state_access) { /* see * https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_direct_state_access.txt * https://www.khronos.org/opengl/wiki/Direct_State_Access. This is the way. */ std::cout << "DSA not supported!" << std::endl; return -1; } // compiling the shaders const char *vertexShaderSource = "#version 330 core\n" "in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); // compile code glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // check if compilation succesful if (success == GL_TRUE) std::cout << "Vertex shader is gOOd!" << std::endl; const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main(void)\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);" "}\0"; unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // compile fragment shader glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; }; if (success == GL_TRUE) std::cout << "Fragment shader success" << std::endl; unsigned int shaderProgram; shaderProgram = glCreateProgram(); // create shader program // attaching shaders to our program glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glBindAttribLocation(shaderProgram, 0, "aPos"); glLinkProgram(shaderProgram); glValidateProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_VALIDATE_STATUS, &success); if (success == GL_FALSE) { // std::cout << glGetShaderInfoLog(shaderProgram, 1024) << std::endl; return 1; } if (success == GL_TRUE) std::cout << "Programiv success" << std::endl; glUseProgram(shaderProgram); // use it NOW // not needed anymore they're linked glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // Vertex data float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f}; unsigned int VBO, VAO; glGenBuffers(1, &VBO); // bind vertex object glGenVertexArrays(1, &VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // tell OpenGL's stupid existence how to interpret data glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); // glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray( VAO); // seeing as we only have a single VAO there's no need to bind it // every time, but we'll do so to keep things a bit more organized glDrawArrays(GL_TRIANGLES, 0, 3); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved // etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteProgram(shaderProgram); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } void framebuffer_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); }