Created
May 16, 2020 09:41
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Hello Triangle in SFML and GLEW C++
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#include <iostream> | |
#include <string> | |
#include <GL/glew.h> | |
#include <SFML/Graphics.hpp> | |
//////////Vertex And Fragment Shaders////////// | |
const GLchar* vertexShaderSource = | |
"#version 330 core\n" | |
"layout (location = 0) in vec3 position;\n" | |
"void main()\n" | |
"{\n" | |
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n" | |
"}\0"; | |
const GLchar* fragmentShaderSource = | |
"#version 330 core\n" | |
"out vec4 color;\n" | |
"void main()\n" | |
"{\n" | |
" color = vec4(0.0, 0.0, 0.0, 1.0);\n" | |
"}\0"; | |
int main() { | |
sf::RenderWindow window(sf::VideoMode(800, 800), "C++ GLEW SFML", sf::Style::Default); | |
window.setFramerateLimit(60); | |
//////////glewInit()////////// | |
glewInit(); | |
glewExperimental = GL_TRUE; | |
GLint success; | |
GLchar infoLog[512]; | |
//////////Vertex Shader////////// | |
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(vertexShaderID, 1, &vertexShaderSource, NULL); | |
glCompileShader(vertexShaderID); | |
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &success); | |
if (!success) | |
{ | |
glGetShaderInfoLog(vertexShaderID, 512, NULL, infoLog); | |
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; | |
}; | |
//////////Fragment Shader////////// | |
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fragmentShaderID, 1, &fragmentShaderSource, NULL); | |
glCompileShader(fragmentShaderID); | |
glGetProgramiv(fragmentShaderID, GL_COMPILE_STATUS, &success); | |
if (!success) | |
{ | |
glGetShaderInfoLog(fragmentShaderID, 512, NULL, infoLog); | |
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; | |
}; | |
//////////Shader Program////////// | |
GLuint shaderProgramID = glCreateProgram(); | |
glAttachShader(shaderProgramID, vertexShaderID); | |
glAttachShader(shaderProgramID, fragmentShaderID); | |
glLinkProgram(shaderProgramID); | |
glGetProgramiv(shaderProgramID, GL_LINK_STATUS, &success); | |
if (!success) { | |
glGetProgramInfoLog(shaderProgramID, 512, NULL, infoLog); | |
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; | |
}; | |
//////////VBO////////// | |
float vertices[6] = { | |
-0.5f, -0.5f, | |
0.5f, -0.5f, | |
0.0f, 0.5f, | |
}; | |
GLuint VBO; | |
glGenBuffers(1, &VBO); | |
glBindBuffer(GL_ARRAY_BUFFER, VBO); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
//////////VAO And Vertex Attrib Pointer////////// | |
GLuint VAO; | |
glGenVertexArrays(1, &VAO); | |
glBindVertexArray(VAO); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (GLvoid*)0); | |
glEnableVertexAttribArray(0); | |
//////////Unbind And Delete Used Stuff////////// | |
glDeleteShader(vertexShaderID); | |
glDeleteShader(fragmentShaderID); | |
while (window.isOpen()) { | |
sf::Event event; | |
while (window.pollEvent(event)) { | |
if (event.type == sf::Event::Closed) { | |
window.close(); | |
}; | |
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glUseProgram(shaderProgramID); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
}; | |
window.display(); | |
}; | |
}; |
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