/*
glew.h
typedef unsigned int GLenum;
typedef unsigned int GLbitfield;
typedef unsigned int GLuint;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLboolean;
typedef signed char GLbyte;
typedef short GLshort;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned long GLulong;
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
typedef void GLvoid;
*/
#include
#define GLEW_STATIC
#include
#include
void key_callback(GLFWwindow *windows, int key, int scancode, int actin, int mode);
const GLuint WIDTH = 800, HEIGHT = 600;
//Shaders
const GLchar *vertexShaderSource = "#version 330 core
"
"
"
"layout (location = 0) in vec3 position;
"
"
"
"void main()
"
"{
"
" gl_Position = vec4(position.x, position.y, position.z, 1.0);
"
"}";
const GLchar *fragmentShaderSource = "#version 330 core
"
"out vec4 color;
"
"void main()
"
"{
"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
"
"}
\0";
const GLchar* fragmentShaderSource2 = "#version 330 core
"
"out vec4 color;
"
"void main()
"
"{
"
"color = vec4(1.0f, 1.0f, 0.0f, 1.0f); // The color yellow
"
"}
\0";
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// GLFWwindow , , , , ,
// null, nullptr c++11
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window); // GLFW
glewExperimental = GL_TRUE;// true glew opengl
glewInit();// glew
// viewport dpi
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// vertexShader,glShaderSource shader shader , ID
//glCompileShader .
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Shader
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED
" << infoLog << std::endl;
}
// Fragment shader ,
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
" << infoLog << std::endl;
}
// Fragment shader ,
GLuint fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
glCompileShader(fragmentShader2);
// Check for compile time errors
glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
" << infoLog << std::endl;
}
// Link shaders
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// link
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED
" << infoLog << std::endl;
}
GLuint shaderProgram2 = glCreateProgram();
glAttachShader(shaderProgram2, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
// link
glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED
" << infoLog << std::endl;
}
// Shader
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteShader(fragmentShader2);
//
GLfloat vertices1[] = {
0.0f, -0.5f, 0.0f,
1.0f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
};
GLfloat vertices2[] = {
0.0f, -0.5f, 0.0f,
-1.0, -0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
GLuint VBOs[2], VAOs[2];
//
glGenVertexArrays(1, &VAOs[0]);
glGenBuffers(1, &VBOs[0]);
glBindVertexArray(VAOs[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]); // VBO
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);// ,
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat),
(GLvoid *) 0);// , location,
glEnableVertexAttribArray(0); // location 0 ,
glBindBuffer(GL_ARRAY_BUFFER, 0);// VBO
glBindVertexArray(0);// VAO
//
glGenVertexArrays(1, &VAOs[1]);
glGenBuffers(1, &VBOs[1]);
glBindVertexArray(VAOs[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]); // VBO
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);// ,
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat),
(GLvoid *) 0);// , location,
glEnableVertexAttribArray(0); // location 0 ,
glBindBuffer(GL_ARRAY_BUFFER, 0);// VBO
glBindVertexArray(0);// VAO
//
while (!glfwWindowShouldClose(window)) {
//
glfwPollEvents();
//
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// shaderProgram
glUseProgram(shaderProgram);
glBindVertexArray(VAOs[0]);
//
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(shaderProgram2);
glBindVertexArray(VAOs[1]);
//
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
//
glfwSwapBuffers(window);
}
glDeleteVertexArrays(2, VAOs);
glDeleteBuffers(2, VBOs);
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
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