opengl-stuff/src/main.cpp
2023-07-01 12:53:37 +03:00

153 lines
4.2 KiB
C++

#include <cstdio>
#include <iostream>
#include "vendor/glad/glad.h"
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
unsigned int create_shader(unsigned int type, const char **source)
{
unsigned int shader = glCreateShader(type);
if (!shader) {
printf("err: create_shader: glCreateShader returned 0\n");
return 0;
}
glShaderSource(shader, 1, source, NULL);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char log[512];
glGetShaderInfoLog(shader, 512, NULL, log);
printf("err: create_shader: compilation failed, log: %s\n", log);
return 0;
}
return shader;
}
unsigned int create_program(const char *vertex_shader_source, const char *fragment_shader_source)
{
unsigned int program = glCreateProgram();
if (!program) {
printf("err: create_program: glCreateProgram returned 0\n");
return 0;
}
unsigned int vertex_shader = create_shader(GL_VERTEX_SHADER, &vertex_shader_source);
if (!vertex_shader) {
printf("err: create_program: create_shader failed returned 0 (vertex_shader)\n");
return 0;
}
unsigned int fragment_shader = create_shader(GL_FRAGMENT_SHADER, &fragment_shader_source);
if (!fragment_shader) {
printf("err: create_program: create_shader failed returned 0 (fragment_shader)\n");
return 0;
}
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char log[512];
glGetProgramInfoLog(program, 512, NULL, log);
printf("err: create_program: link failed, log: %s\n", log);
return 0;
}
return program;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
int main()
{
if (!glfwInit()) {
return 1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(800, 600, "gaming", NULL, NULL);
if (!window) {
return -1;
}
glfwMakeContextCurrent(window);
gladLoadGL();
glfwSwapInterval(1);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
float verts[] = {
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
};
static const char *vertex_shader_source = ""
"#version 330 core\n"
"layout (location = 0) in vec2 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 fragColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);\n"
" fragColor = aColor;\n"
"}\0";
static const char *fragment_shader_source = ""
"#version 330 core\n"
"in vec3 fragColor;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(fragColor, 1.0f);\n"
"}\0";
unsigned int program = create_program(vertex_shader_source, fragment_shader_source);
unsigned int vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
unsigned int buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), &verts, GL_STATIC_DRAW);
// 2D position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)0);
glEnableVertexAttribArray(0);
// RGB color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}