#include #include #include #include "glad/glad.h" #include int SCREEN_WIDTH = 1024; int SCREEN_HEIGHT = 768; void checkCode(int code, char* errorMsg) { if (code < 0) { fprintf(stderr, "Application Error %i: %s\n", code, errorMsg); exit(1); } } void* checkPtr(void *ptr, char* errorMsg) { if (ptr == NULL) { fprintf(stderr, "Application Error: %s\n", errorMsg); exit(1); } return ptr; } 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); } const char* vertSrc = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\n"; unsigned int compileVertShader() { unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertSrc, NULL); glCompileShader(vertexShader); int success; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); checkCode(success, "Failed to compile vertex shader"); return vertexShader; } const char* fragSrc = "#version 330 core\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n"; unsigned int compileFragShader() { unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragSrc, NULL); glCompileShader(fragmentShader); int success; glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); checkCode(success, "Failed to compile fragment shader"); return fragmentShader; } 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); unsigned int vertexShader = compileVertShader(); unsigned int fragmentShader = compileFragShader(); unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); int success = 0; glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success); checkCode(success, "Failed to link shader program"); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); 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); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteProgram(shaderProgram); glfwTerminate(); return 0; }