#include "logger.h" #include #include #include #include using namespace std; const bool FULLSCREEN = true; void glfw_error_callback(int error, const char* description) { gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description); } int main(int argc, char* argv[]) { cout << "New OpenGL Game" << endl; if (!restart_gl_log()) {} gl_log("starting GLFW\n%s\n", glfwGetVersionString()); glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) { fprintf(stderr, "ERROR: could not start GLFW3\n"); return 1; } #ifdef __APPLE__ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #endif glfwWindowHint(GLFW_SAMPLES, 4); GLFWwindow* window = NULL; if (FULLSCREEN) { GLFWmonitor* mon = glfwGetPrimaryMonitor(); const GLFWvidmode* vmode = glfwGetVideoMode(mon); window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL); } else { 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); glewExperimental = GL_TRUE; glewInit(); const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* version = glGetString(GL_VERSION); printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); GLfloat points[] = { 0.0f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, }; GLuint vbo = 0; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); 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 410\n" "in vec3 vp;" "void main() {" " gl_Position = vec4(vp, 1.0);" "}"; GLuint vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vertex_shader, NULL); glCompileShader(vs); const char* fragment_shader = "#version 410\n" "out vec4 frag_color;" "void main() {" " frag_color = vec4(0.5, 0.0, 0.5, 1.0);" "}"; GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fragment_shader, NULL); glCompileShader(fs); GLuint shader_program = glCreateProgram(); glAttachShader(shader_program, vs); glAttachShader(shader_program, fs); glLinkProgram(shader_program); while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(shader_program); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0, 3); glfwPollEvents(); glfwSwapBuffers(window); if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) { glfwSetWindowShouldClose(window, 1); } } glfwTerminate(); return 0; }