1 #define GLEW_STATIC 2 #include <GL/glew.h> 3 #include <GLFW/glfw3.h> 4 5 #include "Shader.h" 6 #include <fstream> 7 #include <iostream> 8 using namespace std; 9 10 void framebuffer_size_callback(GLFWwindow* window, int width, int height); 11 void processInput(GLFWwindow *window); 12 13 14 // settings 15 const unsigned int SCR_WIDTH = 800; 16 const unsigned int SCR_HEIGHT = 600; 17 18 19 // timing 20 float deltaTime = 0.0f; 21 float lastFrame = 0.0f; 22 23 int main() 24 { 25 // glfw: initialize and configure 26 // ------------------------------ 27 glfwInit(); 28 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 29 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 30 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 31 32 #ifdef __APPLE__ 33 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X 34 #endif 35 36 // glfw window creation 37 // -------------------- 38 GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); 39 if (window == NULL) 40 { 41 std::cout << "Failed to create GLFW window" << std::endl; 42 glfwTerminate(); 43 return -1; 44 } 45 glfwMakeContextCurrent(window); 46 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); 47 48 49 glewExperimental = GL_TRUE; 50 if (glewInit() != GLEW_OK) 51 { 52 cout << "Failed to initialize GLEW!" << endl; 53 return -1; 54 } 55 // configure global opengl state 56 // ----------------------------- 57 58 Shader shader("E:\\C++\\High_level_GLSL\\2.2ver1.txt", "E:\\C++\\High_level_GLSL\\2.2frag1.txt", 59 "E:\\C++\\High_level_GLSL\\2.2geo1.txt"); 60 61 62 63 float points[] = { 64 -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 65 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 66 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 67 -0.5f, -0.5f, 1.0f, 1.0f, 0.0f 68 }; 69 70 unsigned int VAO, VBO; 71 glGenVertexArrays(1, &VAO); 72 glGenBuffers(1, &VBO); 73 glBindVertexArray(VAO); 74 glBindBuffer(GL_ARRAY_BUFFER, VBO); 75 glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW); 76 glEnableVertexAttribArray(0); 77 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); 78 glEnableVertexAttribArray(1); 79 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2 * sizeof(float))); 80 glBindVertexArray(0); 81 82 while (!glfwWindowShouldClose(window)) 83 { 84 processInput(window); 85 86 glClearColor(0.1f, 0.1f, 0.1f, 1.0f); 87 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 88 89 shader.use(); 90 glBindVertexArray(VAO); 91 glDrawArrays(GL_POINTS, 0, 4); 92 93 glfwSwapBuffers(window); 94 glfwPollEvents(); 95 } 96 97 glDeleteVertexArrays(1, &VAO); 98 glDeleteBuffers(1, &VBO); 99 100 } 101 102 void processInput(GLFWwindow *window) 103 { 104 if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) 105 glfwSetWindowShouldClose(window, true); 106 } 107 108 // glfw: whenever the window size changed (by OS or user resize) this callback function executes 109 // --------------------------------------------------------------------------------------------- 110 void framebuffer_size_callback(GLFWwindow* window, int width, int height) 111 { 112 // make sure the viewport matches the new window dimensions; note that width and 113 // height will be significantly larger than specified on retina displays. 114 glViewport(0, 0, width, height); 115 } 116 117