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template.cpp
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cstring>
#include <cstdlib>
//shader
unsigned int vertexShader;
unsigned int fragmentShader;
unsigned int shaderProgram;
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location=0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos,1.0);\n"
"}\0"
;
const char* fragmentShaderSource=
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f,0.5f,0.2f,1.0f);\n"
"}\0"
;
void prepareShader(){
int success;
char infoLog[512];
if(shaderProgram>0){
std::cout << "readly init the shader program";
return;
}
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader,1,&vertexShaderSource,nullptr);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader,GL_COMPILE_STATUS,&success);
if(!success){
std::memset(infoLog,0,512);
glGetShaderInfoLog(vertexShader,512,nullptr,infoLog);
std::cout << "error vertex compilation failed\n" << infoLog << std::endl;
std::exit(-1);
}
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader,1,&fragmentShaderSource,nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,&success);
if(!success){
std::memset(infoLog,0,512);
glGetShaderInfoLog(fragmentShader,512,nullptr,infoLog);
std::cout << "error fragment compilation failed\n" << infoLog << std::endl;
std::exit(-1);
}
shaderProgram = glCreateProgram();
std::cout << "program id:" << shaderProgram << std::endl;
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram,GL_LINK_STATUS,&success);
if(!success){
glGetProgramInfoLog(shaderProgram,512,nullptr,infoLog);
std::cout << "error link\n" << infoLog << std::endl;
std::exit(-1);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
const auto z = 0.f;
const float vertices[]= {
-0.5f,-0.5f,z
,0.5f,-0.5f,z
,0.f,0.5f,z
};
unsigned int VAO;
unsigned int VBO;
void prepareBuffer(){
if(VBO>0){
std::cout << "already init the buffer" << std::endl;
return;
}
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
std::cout << "vao:"<<VAO<< ",vbo:"<<VBO<< std::endl;
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(0);
}
void framebufferSizeCallback(GLFWwindow* window,int width,int height){
}
int vx=0,vy = 0;
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods){
if(GLFW_PRESS==glfwGetKey(window,GLFW_KEY_ESCAPE)){
glfwSetWindowShouldClose(window,true);
}
if(GLFW_PRESS==glfwGetKey(window,GLFW_KEY_LEFT)) {
vx--;
}
if(GLFW_PRESS==glfwGetKey(window,GLFW_KEY_RIGHT)) {
vx++;
}
if(GLFW_PRESS==glfwGetKey(window,GLFW_KEY_UP)) {
vy++;
}
if(GLFW_PRESS==glfwGetKey(window,GLFW_KEY_DOWN)) {
vy--;
}
std::cout << "x:"<<vx<<",y"<<vy<<std::endl;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
std::cout << "error on create window" << std::endl;
glfwTerminate();
return -1;
}
std::cout <<"pre make context" << std::endl;
/* Make the window's context current */
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window,framebufferSizeCallback);
glfwSetKeyCallback(window,keyCallback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD\n";
return -1;
}
int att;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&att);
std::cout <<"maximum vertex attributes supported:" <<att << std::endl;
prepareShader();
prepareBuffer();
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glViewport(vx,vy,200,200);
glClearColor(0,1,0,1);
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES,0,3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}