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Hello Triangle in OpenGL using GLFW and GLAD 2
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#include <GLFW/glfw3.h> | |
#include <glad/gl.h> | |
int main() | |
{ | |
glfwInit(); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | |
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | |
auto window = glfwCreateWindow(800, 600, "Test", nullptr, nullptr); | |
glfwMakeContextCurrent(window); | |
gladLoadGL(glfwGetProcAddress); | |
// ----------------------------------------------------------------------------- | |
GLuint vao; | |
glGenVertexArrays(1, &vao); | |
glBindVertexArray(vao); | |
GLuint vbo; | |
glGenBuffers(1, &vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, vbo); | |
float vertices[] { | |
-0.75f, -0.75f, | |
0.75f, -0.75f, | |
0.f, 0.75f, | |
}; | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (const void*)0); | |
glEnableVertexAttribArray(0); | |
// ----------------------------------------------------------------------------- | |
GLuint vs = glCreateShader(GL_VERTEX_SHADER); | |
const char* vertexSource = R"( | |
#version 460 | |
in vec2 vp; | |
void main() { | |
gl_Position = vec4(vp, 0, 1); | |
} | |
)"; | |
glShaderSource(vs, 1, &vertexSource, nullptr); | |
glCompileShader(vs); | |
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); | |
const char* fragSource = R"( | |
#version 460 | |
out vec4 color; | |
void main() { | |
color = vec4(1, 0, 0, 1); | |
} | |
)"; | |
glShaderSource(fs, 1, &fragSource, nullptr); | |
glCompileShader(fs); | |
GLuint sp = glCreateProgram(); | |
glAttachShader(sp, vs); | |
glAttachShader(sp, fs); | |
glLinkProgram(sp); | |
// ----------------------------------------------------------------------------- | |
while (!glfwWindowShouldClose(window)) | |
{ | |
glUseProgram(sp); | |
glBindVertexArray(vao); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glfwSwapBuffers(window); | |
glfwPollEvents(); | |
} | |
glfwDestroyWindow(window); | |
glfwTerminate(); | |
} |
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