136 lines
2.8 KiB
C
136 lines
2.8 KiB
C
#include <stdio.h>
|
|
#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;
|
|
}
|