#include #include #include #include #include "glad/glad.h" #include #include "lib.h" int SCREEN_WIDTH = 1024; int SCREEN_HEIGHT = 768; void framebuffer_size_callback(GLFWwindow* window, int width, int height) { (void)window; glViewport(0, 0, width, height); SCREEN_WIDTH = width; SCREEN_HEIGHT = height; } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } int main(void) { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = checkPtr(glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Learn OpenGL", NULL, NULL), "Error creating GLFW window"); if (window == NULL) glfwTerminate(); glfwMakeContextCurrent(window); checkCode(gladLoadGLLoader((GLADloadproc)glfwGetProcAddress), "Error initializing GLAD"); glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); GLuint shaderProgram = compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL); // float vertices[] = { // 0.5f, 0.5f, 0.0f, // top right // 0.5f, -0.5f, 0.0f, // bottom right // -0.5f, -0.5f, 0.0f, // bottom left // -0.5f, 0.5f, 0.0f // top left // }; // unsigned int indices[] = { // note that we start from 0! // 0, 1, 3, // first triangle // 1, 2, 3 // second triangle // }; // float vertices[] = { // -0.5f, -0.5f, 0.0f, // 0.5f, -0.5f, 0.0f, // 0.0f, 0.5f, 0.0f // }; float v1[] = { -1.0f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, }; float v2[] = { 0.0f, -0.5f, 0.0f, 1.0f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f }; GLuint vaos[2]; GLuint vbos[2]; unsigned int VBO1, VBO2; // unsigned int EBO; glGenVertexArrays(2, vaos); // glGenBuffers(1, &EBO); glGenBuffers(2, vbos); glBindVertexArray(vaos[0]); glBindBuffer(GL_ARRAY_BUFFER, vbos[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float))); glEnableVertexAttribArray(1); glBindVertexArray(vaos[1]); glBindBuffer(GL_ARRAY_BUFFER, vbos[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(v2), v2, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); // glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); float timeValue = glfwGetTime(); float green = (sin(timeValue) / 2.0f) + 0.5f; glUseProgram(shaderProgram); int ourColorLoc = glGetUniformLocation(shaderProgram, "ourColor"); glUniform4f(ourColorLoc, 0.0f, green, 0.0f, 1.0f); int offsetLoc = glGetUniformLocation(shaderProgram, "offset"); glUniform1f(offsetLoc, 0.5f); glBindVertexArray(vaos[0]); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(vaos[1]); glDrawArrays(GL_TRIANGLES, 0, 3); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(2, vaos); glDeleteBuffers(1, &VBO1); glDeleteBuffers(1, &VBO2); glDeleteProgram(shaderProgram); glfwTerminate(); return 0; }