#include #include #include #include #include "src/standard_ints.h" #include "src/lgl_callbacks.h" #include "src/lgl_shader_tools.h" int main(void) { std::cout << "Hello World." << std::endl; // Setup GLFW context glfwInit(); // Establish 4.2 GL requirement glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Build the winodw GLFWwindow *window = glfwCreateWindow(960, 400, "Hello MyBox", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window." << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Set the resize callback; glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // Setup the glad loader if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initalize GLAD." << std::endl; return -1; } i32 success; char infoLog[512]; // Create the vertex shader GLchar *shdr_src_vertex; readshader("vertex.glsl", &shdr_src_vertex); u32 vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL); glCompileShader(vertexShader); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); freeshader(shdr_src_vertex); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" << infoLog << std::endl; return -1; } // Create the fragment shader GLchar *shdr_src_fragment; readshader("fragment.glsl", &shdr_src_fragment); u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); freeshader(shdr_src_fragment); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" << infoLog << std::endl; return -1; } // Create the shader program u32 shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" << infoLog << std::endl; return -1; } // Free the old shader bits glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // Define the vertex shader dat. f32 vertices[] = { 0.5f, 0.5f, 0.0f, // tr 0.5f, -0.5f, 0.0f, // br -0.5f, -0.5f, 0.0f, // bl -0.5f, 0.5f, 0.0f // tl }; u32 indicies[] { 0, 1, 3, // t1 1, 2, 3 // t2 }; u32 EBO; u32 VBO; u32 VAO; glGenBuffers(1, &EBO); glGenBuffers(1, &VBO); glGenVertexArrays(1, &VAO); // Bind VAO glBindVertexArray(VAO); // copy in data to the VBO glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Setup the indexing into the VBO data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW); // Target the Atrib pointer in the VAO to the VBO inside it. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0); // STart at Zero glEnableVertexAttribArray(0); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // ?? while(!glfwWindowShouldClose(window)) { processInput(window); // Do some rendering glClearColor(0.0f, 0.1f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // Finish up glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }