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0x01FE committed 2025-11-09 22:20:59 -06:00
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#include <glad/glad.h> // Must be included before GLFW
#include <GLFW/glfw3.h>
#include <iostream>
// Window dimensions
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// Shaders (in GLSL - OpenGL Shading Language)
// Vertex Shader: Positions the vertices
const char *vertexShaderSource = R"glsl(
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
)glsl";
// Fragment Shader: Colors the pixels (fragments)
const char *fragmentShaderSource = R"glsl(
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); // An orange color
}
)glsl";
// Callback function for when the window is resized
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
int main() {
// 1. --- Initialize GLFW ---
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // For macOS
#endif
// 2. --- Create a Window ---
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "HelloTriangle", NULL, NULL);
if (window == NULL) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 3. --- Initialize GLAD ---
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cerr << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 4. --- Compile Shaders ---
// Vertex Shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compilation errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compilation errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders into a Shader Program
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader); // Shaders are linked, we can delete them
glDeleteShader(fragmentShader);
// 5. --- Set up Vertex Data and Buffers ---
// A triangle has 3 vertices, each with 3 coordinates (x, y, z)
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO); // 1. Create Vertex Array Object (VAO)
glGenBuffers(1, &VBO); // 2. Create Vertex Buffer Object (VBO)
glBindVertexArray(VAO); // 3. Bind the VAO
glBindBuffer(GL_ARRAY_BUFFER, VBO); // 4. Bind the VBO
// 5. Copy vertex data into VBO's memory
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 6. Tell OpenGL how to interpret the vertex data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); // Enable the vertex attribute (location 0)
// Unbind VBO and VAO (optional, but good practice)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// 6. --- The Render Loop ---
while (!glfwWindowShouldClose(window)) {
// Input (e.g., close window on ESC)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// Rendering
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); // Set background color
glClear(GL_COLOR_BUFFER_BIT);
// Draw the triangle
glUseProgram(shaderProgram); // Use our shader program
glBindVertexArray(VAO); // Bind the VAO (our triangle's "recipe")
glDrawArrays(GL_TRIANGLES, 0, 3); // Draw it!
// Swap buffers and poll for events
glfwSwapBuffers(window);
glfwPollEvents();
}
// 7. --- Cleanup ---
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate(); // Clean up GLFW
return 0;
}