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@sebas86
Last active January 9, 2018 20:34
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Save sebas86/9a4136202cb129ef543020e522bb0be3 to your computer and use it in GitHub Desktop.
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
//-----------------------------SHADERS--------------------------------------------------------------------
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id,GL_INFO_LOG_LENGTH,&length);
char* message=(char*)alloca(length *sizeof(char));
glGetShaderInfoLog(id,length,&length,message);
std::cout<<"Failed to compile shader"<<std::endl;
std::cout<<message<<std::endl;
glDeleteShader(id);
return(0);
}
std::cout << id<< std::endl;
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_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
std::cout << program<< std::endl;
return program;
}
//-------------------------------------MAIN---------------------------------------------------
int main(void)
{
//-------------------------INICJALIZACJA-I-TWORZENIE-OKNA------------------------
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
{
std::cout<<"ERROR!"<<std::endl;
return -1;
}
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
std::cout<<"Error!"<<std::endl;
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
{
std::cout << "Error!"<< std::endl;
return -1;
};
//------------------------------------TWORZENIE-WYPELNIANIE-BUFORA----------
float positions[] = {
-0.5f,-0.5f,
0.0f, 0.5f,
0.5f,-0.5f};
GLuint buffer; // zmienna przechowująca id buforu
glGenBuffers(1, &buffer); //Tworzenie buforu, podanie jego nazwy do zmiennej buffer
glBindBuffer(GL_ARRAY_BUFFER, buffer); // Połączenie buforu z GL_ARRAY_BUFFER
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); //spisanie danych do buforu
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
//------------------------------------SHADERY--------------------------------
std::string vertexShader=
"attribute vec3 position;\n"
"void main ()\n"
"{\n"
" gl_Position = vec4(position,1.0);\n"
"}";
std::string fragmentShader=
"void main()\n"
"{\n"
" gl_FragColor=vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
std::cout<<fragmentShader<<std::endl;
unsigned int shader=CreateShader(vertexShader,fragmentShader);
glUseProgram(shader);
while (!glfwWindowShouldClose(window))
{
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
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