#include #include #include #include // #include #include #include "pog.h" int main() { int x; glfwInit(); 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(1920, 1080, "Test Window", NULL, NULL); if (window == NULL) { // error handling std::cout << "AH HECK INIT FAILED BRUV" << std::endl; return 1; } glViewport(0, 0, 1920, 1080); glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.6f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glfwSwapBuffers(window); glfwPollEvents(); } float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; unsigned int VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //compiling the shaders const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) 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 const char *fragmentShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\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 unsigned int shaderProgram; shaderProgram = glCreateProgram(); //create shader program //attaching shaders to our program glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glUseProgram(shaderProgram); //use it NOW //not needed anymore they're linked glDeleteShader(vertexShader); glDeleteShader(fragmentShader); //tell OpenGL's stupid existence how to interpret data glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); // 0. copy our vertices array in a buffer for OpenGL to use glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 1. then set the vertex attributes pointers glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); // 2. use our shader program when we want to render an object glUseProgram(shaderProgram); // 3. now draw the object unsigned int VAO; glGenVertexArrays(1, &VAO); 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); }