#include "rch.h"
#include <glad.h>
#include <glfw3.h>
#include <string.h>
#include <stdio.h>
const char* vert_src = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main() {\n"
" gl_Position = vec4(aPos, 1.0);\n"
"}\n";
const char* frag_src = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = vec4(1.0, 0.5, 0.2, 1.0);\n"
"}\n";
int main() {
if (!glfwInit()) {
fprintf(stderr, "failed to initialize GLFW\n");
return -1;
}
// OpenGL version 3.3 core
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// create window
GLFWwindow* window = glfwCreateWindow(800, 600, "window", NULL, NULL);
if (!window) {
fprintf(stderr, "failed to create GLFW window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// load OpenGL functions with GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
fprintf(stderr, "failed to initialize GLAD\n");
return -1;
}
// vertex data for hello triangle
float vertices[] = {
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
unsigned int vao, vbo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// define vertexes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// compile shaders
unsigned int vert_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert_shader, 1, &vert_src, NULL);
glCompileShader(vert_shader);
unsigned int frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag_shader, 1, &frag_src, NULL);
glCompileShader(frag_shader);
// link shaders
unsigned int shader_program = glCreateProgram();
glAttachShader(shader_program, vert_shader);
glAttachShader(shader_program, frag_shader);
glLinkProgram(shader_program);
// delete local shader data
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
// main loop
while (!glfwWindowShouldClose(window)) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
// free and clear
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteProgram(shader_program);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}