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opengl_test.cpp
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174 lines (139 loc) · 4.55 KB
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#include "src/opengl/first.h"
#include <glad/gl.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
// Vertex shader source
#include <string>
std::string VERTEX_SHADER_SRC = R"(
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec3 vertexColor;
void main()
{
gl_Position = vec4(position, 1.0);
vertexColor = color;
}
)";
// Fragment shader source
std::string FRAGMENT_SHADER_SRC = R"(
#version 330 core
in vec3 vertexColor;
out vec4 FragColor;
void main()
{
FragColor = vec4(vertexColor, 1.0);
}
)";
int lib_gl_get_shader_iv(GLuint shader, GLenum pname) {
int param;
glGetShaderiv(shader, pname, ¶m);
return param;
}
int lib_gl_get_program_iv(GLuint program, GLenum pname) {
int param;
glGetProgramiv(program, pname, ¶m);
return param;
}
std::string lib_gl_get_shader_info_log(GLuint shader) {
char infoLog[512];
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
return infoLog;
}
std::string lib_gl_get_program_info_log(GLuint program) {
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
return infoLog;
}
void lib_gl_shader_source(GLuint shader, std::string &source) {
// Don't support the other two arguments for this one.
const char *src = source.c_str();
glShaderSource(shader, 1, &src, nullptr);
}
int compileShader(std::string &source, GLenum type) {
int shader = glCreateShader(type);
lib_gl_shader_source(shader, source);
glCompileShader(shader);
if (!lib_gl_get_shader_iv(shader, GL_COMPILE_STATUS)) {
throw std::runtime_error("Shader compilation failed: " +
lib_gl_get_shader_info_log(shader));
}
return shader;
}
int createShaderProgram() {
int vertexShader = compileShader(VERTEX_SHADER_SRC, GL_VERTEX_SHADER);
int fragmentShader = compileShader(FRAGMENT_SHADER_SRC, GL_FRAGMENT_SHADER);
int program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
if (!lib_gl_get_program_iv(program, GL_LINK_STATUS)) {
throw std::runtime_error("Program linking failed: " +
lib_gl_get_program_info_log(program));
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
}
int main() {
// Initialize GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window =
glfwCreateWindow(800, 600, "C++ OpenGL Triangle", nullptr, nullptr);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Load OpenGL function pointers with GLAD
if (!gladLoadGL(glfwGetProcAddress)) {
std::cerr << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Vertex data (positions + colors) using std::vector
std::vector<float> vertices = {
// positions // colors
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left (red)
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right (green)
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top (blue)
};
GLuint VAO = gen_vertex_array();
GLuint VBO = gen_buffer();
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat),
vertices.data(), GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
(void *)(0));
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
(void *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// Build shader program
int shaderProgram = createShaderProgram();
// Main render loop
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
}
// Cleanup
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}