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171 lines (127 loc) · 3.97 KB
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Copy pathsample_program.cpp
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171 lines (127 loc) · 3.97 KB
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//#include<GL/freeglut.h>
//#include<GL/gl.h>
#include<GL/glew.h>
#include<GLFW/glfw3.h>
//#include<GL/glut.h>
#include<iostream>
#include <glm/glm.hpp>
#include <stdlib.h>
#include <stdio.h>
//#include "shader.hpp"
void framebuffer_size_callback(GLFWwindow* window,int width,int height);
void processInput(GLFWwindow* window);
const char* vertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position.xyz = aPos;\n"
" gl_Position.w = 1.0"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f,0.5f,0.2f,1.0f);\n"
"}\0";
static void error_callback(int error, const char *description)
{
puts(description);
}
int main(int argc, char** argv){
glfwSetErrorCallback(error_callback);
if(!glfwInit()){
fprintf(stderr,"Failed to initialize GLFW!!");
getchar();
return -1;
}
GLFWwindow* window = glfwCreateWindow(1024,768,"OpenGL window",NULL,NULL);
if(window == NULL){
fprintf(stderr,"Failed to open GLFW window!!");
return -1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
glfwSetInputMode(window,GLFW_STICKY_KEYS,GL_TRUE);
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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"<<std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,&success);
if(!success){
glGetShaderInfoLog(fragmentShader,512,NULL,infoLog);
std::cout<<"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED"<<std::endl;
}
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram,GL_LINK_STATUS,&success);
if(!success){
glGetProgramInfoLog(shaderProgram,512,NULL,infoLog);
std::cout<<"ERROR::SHADER::PROGRAM::LINKING_FAILED"<<std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
-0.5f,0.5f,0.0f
};
unsigned int indices[] = {
0,1,3,
1,2,3
};
unsigned int VBO,VAO,EBO;
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
glGenBuffers(1,&EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(0);
std::cout<<"entering in the loop"<<std::endl;
while(!glfwWindowShouldClose(window)){
processInput(window);
glClearColor(0.2f,0.3f,0.3f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES,3,GL_UNSIGNED_INT,0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
glDeleteBuffers(1,&EBO);
glfwTerminate();
return 0;
}
void processInput(GLFWwindow* window){
if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window,true);
}
void framebuffer_size_callback(GLFWwindow* window,int width,int height){
glViewport(0,0,width,height);
}