Files
opengl-playground/pog.cpp
2024-08-02 16:19:04 +03:00

178 lines
5.7 KiB
C++

#include <EGL/egl.h>
// #include <GL/glew.h>
#include "include/gl_utils.h"
#include <GL/glut.h>
#include <GLFW/glfw3.h>
// #include <GLES2/gl2.h>
#include "pog.h"
#include <iostream>
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);
}