source: opengl-game/new-game.cpp@ 21de283

feature/imgui-sdl points-test
Last change on this file since 21de283 was 22b2c37, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Add a simple logger and remove some old, unneeded tutorial files

  • Property mode set to 100644
File size: 2.3 KB
RevLine 
[22b2c37]1#include "logger.h"
[5272b6b]2
3#include <GL/glew.h>
4#include <GLFW/glfw3.h>
5
[22b2c37]6#include <cstdio>
7#include <iostream>
8
[5272b6b]9using namespace std;
10
11int main(int argc, char* argv[]) {
12 cout << "New OpenGL Game" << endl;
13
[22b2c37]14 restart_gl_log();
15
[5272b6b]16 if (!glfwInit()) {
17 fprintf(stderr, "ERROR: could not start GLFW3\n");
18 return 1;
19 }
20
21 GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
22 if (!window) {
23 fprintf(stderr, "ERROR: could not open window with GLFW3\n");
24 glfwTerminate();
25 return 1;
26 }
[644a2e4]27 glfwMakeContextCurrent(window);
[5272b6b]28 glewExperimental = GL_TRUE;
29 glewInit();
30
31 const GLubyte* renderer = glGetString(GL_RENDERER);
32 const GLubyte* version = glGetString(GL_VERSION);
33 printf("Renderer: %s\n", renderer);
34 printf("OpenGL version supported %s\n", version);
35 glEnable(GL_DEPTH_TEST);
36 glDepthFunc(GL_LESS);
[516668e]37
38 GLfloat points[] = {
39 0.0f, 0.5f, 0.0f,
40 0.5f, -0.5f, 0.0f,
41 -0.5f, -0.5f, 0.0f,
42 };
43
44 GLuint vbo = 0;
45 glGenBuffers(1, &vbo);
46 glBindBuffer(GL_ARRAY_BUFFER, vbo);
47 glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
48
[644a2e4]49 GLuint vao = 0;
[516668e]50 glGenVertexArrays(1, &vao);
51 glBindVertexArray(vao);
52 glEnableVertexAttribArray(0);
53 glBindBuffer(GL_ARRAY_BUFFER, vbo);
54 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
55
[644a2e4]56 const char* vertex_shader =
57 "#version 410\n"
58 "in vec3 vp;"
59 "void main() {"
60 " gl_Position = vec4(vp, 1.0);"
61 "}";
62
63 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
64 glShaderSource(vs, 1, &vertex_shader, NULL);
65 glCompileShader(vs);
66
67 const char* fragment_shader =
68 "#version 410\n"
69 "out vec4 frag_color;"
70 "void main() {"
71 " frag_color = vec4(0.5, 0.0, 0.5, 1.0);"
72 "}";
73
74 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
75 glShaderSource(fs, 1, &fragment_shader, NULL);
76 glCompileShader(fs);
77
78 GLuint shader_program = glCreateProgram();
79 glAttachShader(shader_program, vs);
80 glAttachShader(shader_program, fs);
81 glLinkProgram(shader_program);
82
83 while (!glfwWindowShouldClose(window)) {
84 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
85 glUseProgram(shader_program);
86 glBindVertexArray(vao);
87 glDrawArrays(GL_TRIANGLES, 0, 3);
88 glfwPollEvents();
89 glfwSwapBuffers(window);
90 }
91
[5272b6b]92 glfwTerminate();
93 return 0;
94}
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