#include //GLEW #define GLEW_STATIC #include //GLFW #include void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); // WINDOW DIMENSIONS const GLuint WIDTH = 1280, HEIGHT = 720; // 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(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\0"; int main(void) { // INIT CODE glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearningOpenGL", nullptr, nullptr); if (window == nullptr) { printf("Failed to create GLFW window\n"); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { printf("Failed to init GLEW\n"); return -1; } int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); // SETUP RENDER SETTINGS GLfloat vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; GLuint VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // SHADERS!!!! // VERTEX SHADER GLuint vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); GLint success; GLchar infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); printf("ERROR SHADER VERTEX COMPILATION_FAILED\n%s", infoLog); } // FRAGMENT SHADER GLuint fragmentShader; 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); printf("ERROR SHADER FRAGMENT COMPILATION_FAILED\n%s", infoLog); } // SHADER LINKING IN SHADER PROGRAM GLuint shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); printf("ERROR SHADER PROGRAM LINKING_FAILED\n%s", infoLog); } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glUseProgram(shaderProgram); // MAIN GAME LOOP while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glfwSwapBuffers(window); } glfwTerminate(); return 0; } // KAY CALLBACK FUNCTIONS void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) { glfwSetWindowShouldClose(window, GL_TRUE); } }