#include #include #include #include #include "shaders.cpp" #define WINDOW_WIDTH 640 #define WINDOW_HEIGHT 480 #define VERT_SHADER_SRC_FILE "shaders/vertex.glsl" #define FRAG_SHADER_SRC_FILE "shaders/fragment.glsl" float verts[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; unsigned int indices[] = { 0, 1, 3, 1, 2, 3 }; void framebuffer_size_callback(GLFWwindow* win, int w, int h) { glViewport(0, 0, w, h); } void processInput(GLFWwindow *win) { int action = glfwGetKey(win, GLFW_KEY_ESCAPE); if (action == GLFW_PRESS) { glfwSetWindowShouldClose(win, true); } } struct RenderObj { unsigned int EBO; unsigned int VBO; unsigned int VAO; unsigned int shaderProg; }; RenderObj preRenderCallback() { // Compile a bunch of shaders etc unsigned int vertShader = Shader::compileFromFile(GL_VERTEX_SHADER, VERT_SHADER_SRC_FILE); unsigned int fragShader = Shader::compileFromFile(GL_FRAGMENT_SHADER, FRAG_SHADER_SRC_FILE); unsigned int shaders[2] = {vertShader, fragShader}; // Create a shader program & link the shaders etc unsigned int shaderProg; shaderProg = Shader::createProgram( std::vector (std::begin(shaders), std::end(shaders)) ); // Vertex buffer object unsigned int VBO; glGenBuffers(1, &VBO); // Vertex Array Object unsigned int VAO; glGenVertexArrays(1, &VAO); // gen the VAO glBindVertexArray(VAO); // bind it // Copy verts into buffer glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_DYNAMIC_DRAW); // for moving stuff //glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); // Set attrib pointers glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); unsigned int EBO; glGenBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); return RenderObj {EBO, VBO, VAO, shaderProg}; } void renderCallback(RenderObj ro) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(ro.shaderProg); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ro.EBO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Hohmann", NULL, NULL); if (win == NULL) { printf("Failed to create a window.\n"); glfwTerminate(); return 1; } glfwMakeContextCurrent(win); if ( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) { printf("Failed to init GLAD.\n"); return 1; } glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); glfwSetFramebufferSizeCallback(win, framebuffer_size_callback); RenderObj ro = preRenderCallback(); while (!glfwWindowShouldClose(win)) { // Handle input processInput(win); // rendering renderCallback(ro); // glfw glfwSwapBuffers(win); glfwPollEvents(); } glfwTerminate(); return 0; }