#include #include "glfw3.h" //#include "spdlog.h" GLFWwindow * window; int main (void) { // spdlog::info("Welcome to spdlog!"); if ( !glfwInit()){ puts("Failed to initialize GLFW!"); return -1; } window = glfwCreateWindow( 640 , 480, "BarinkEngine", NULL, NULL); if( !window){ puts("Failed to create the window"); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if(glfwVulkanSupported()) { puts("Vulkan is supported!"); } int width,height; glfwGetFramebufferSize(window, &width, &height); glViewport(0,0, width, height); // SOURCE: https://learnopengl.com/Getting-started/Hello-Triangle float vertices[] = { -0.5, -0.5f, 0.0f, 0.5, -0.5f, 0.0f, 0.5, 0.5f, 0.0f, }; unsigned int VBO; glGenBuffers(1,&VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Load the vertex shader program const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main ()\n {\n" "FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); \n" "}\n"; unsigned int fragmentShader ; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); unsigned int shaderProgram; shaderProgram = glCreateProgram(); glAttachShader (shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glUseProgram(shaderProgram); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float), (void*)0); glEnableVertexAttribArray(0); // Copy our vertices array in a buffer for OpenGL to use glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // then set the vertex attributes pointers glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float), (void*)0); glEnableVertexAttribArray(0); unsigned int VAO; glGenVertexArrays(1,&VAO); glBindVertexArray(VAO); // use our hader program when we want to render an object glUseProgram(shaderProgram); glBindVertexArray(VAO); while(!glfwWindowShouldClose(window)){ /* Start rendering here */ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glfwTerminate(); return 0; }