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@cacharle
Created April 23, 2020 14:49
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code from the OpenGL serie of the Cherno
#include <cassert>
#include <iostream>
#include <string>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
static
unsigned int compileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char *s = source.c_str();
glShaderSource(id, 1, &s, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int len;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &len);
char *msg = new char[len + 1];
glGetShaderInfoLog(id, len, &len, msg);
std::cout << msg << std::endl;
delete msg;
glDeleteShader(id);
return 0;
}
return id;
}
static
unsigned int createShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = compileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = compileShader(GL_VERTEX_SHADER, fragmentShader);
assert(vs != 0);
assert(fs != 0);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
if (!glfwInit())
return 1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
{
std::cout << "Error" << std::endl;
return 1;
}
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f,
};
unsigned int buf;
unsigned int i;
glGenVertexArrays(1, &i);
glBindVertexArray(i);
glGenBuffers(1, &buf);
glBindBuffer(GL_ARRAY_BUFFER, buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
std::string vertexShader =
"#version 330 core\n"
"layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"layout(location = 0) out vec4 color;\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = createShader(vertexShader, fragmentShader);
glUseProgram(shader);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
// glDrawElements(GL_TRIANGLES, 3, 0
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
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