#include // Needs to be second #include #include "Shader.h" #include void framebuffer_size_callback(GLFWwindow *window, int width, int height); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); // build and compile shaders // ------------------------- Shader shader("Shader/mc.vs", "Shader/mc.fs", "Shader/mc.gs"); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float points[] = { -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // top-left 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top-right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom-right -0.5f, -0.5f, 1.0f, 1.0f, 0.0f // bottom-left }; unsigned int VBO, VAO; glGenBuffers(1, &VBO); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(2 * sizeof(float))); glBindVertexArray(0); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // draw points shader.use(); glBindVertexArray(VAO); glDrawArrays(GL_POINTS, 0, 4); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow *window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); }