Commit 4c7bf3f8 authored by rokka's avatar rokka

Initial commit

parents
Pipeline #4 failed with stages
#include <GL/glew.h> // include GLEW and new version of GL on Windows
#include <GLFW/glfw3.h> // GLFW helper library
#include <stdio.h>
int main() {
// start GL context and O/S window using the GLFW helper library
if (!glfwInit()) {
fprintf(stderr, "ERROR: could not start GLFW3\n");
return 1;
}
// tell what OpenGL Version to use,
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
if (!window) {
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
// tell GL to only draw onto a pixel if the shape is closer to the viewer
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS); // depth-testing interprets a smaller value as "closer"
/* OTHER STUFF GOES HERE NEXT */
// create three points for an triangle
float points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.5f
};
// create vertex buffer object (VBO)
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), points, GL_STATIC_DRAW);
// create the vertex array object (VAO)
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
const char* vertex_shader =
"#version 450\n"
"in vec3 vp;"
"void main() {"
" gl_Position = vec4(vp, 1.0);"
"}";
const char* fragment_shader =
"#version 450\n"
"out vec4 frag_colour;"
"void main() {"
" frag_colour = vec4(0.5, 0.0, 0.5, 1.0);"
"}";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_programme = glCreateProgram();
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
glLinkProgram(shader_programme);
while(!glfwWindowShouldClose(window)) {
//wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_programme);
glBindVertexArray(vao);
// draw points 0-3 from currently bound VAO with current in-use shader
glDrawArrays(GL_TRIANGLES, 0, 3);
// update other events like input handling
glfwPollEvents();
// put the stuff we've been drawing onto the display
glfwSwapBuffers(window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
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