// Include standard headers #include #include // Include GLEW #include // Include GLFW #include // Include shader #include "shader.h" GLFWwindow* window; int main(void) { // Initialise GLFW if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW\n"); getchar(); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context window = glfwCreateWindow(1024, 768, "OpenGL Clock", NULL, NULL); if (window == NULL) { fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n"); getchar(); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Initialize GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); getchar(); glfwTerminate(); return -1; } // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); // Dark grey background glClearColor(0.15f, 0.15f, 0.15f, 0.0f); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); // Create and compile our GLSL program from the shaders GLuint programID; if (LoadShaders(&programID, "../shaders/SimpleVertexShader.vertexshader", "../shaders/SimpleFragmentShader.fragmentshader")) { fprintf(stderr, "Could not load shaders.\n"); return -1; } static const GLfloat g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); do { // Clear the screen. It's not mentioned before Tutorial 02, // but it can cause flickering, so it's there nonetheless. glClear(GL_COLOR_BUFFER_BIT); // Use our shader glUseProgram(programID); // 1rst attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer( 0, // attribute 0. No particular reason for 0, but must match the layout in the shader. 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride NULL // array buffer offset ); // Draw the triangle ! glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle glDisableVertexAttribArray(0); // Swap buffers glfwSwapBuffers(window); glfwPollEvents(); // Check if the ESC key was pressed or the window was closed } while(glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0); // Close OpenGL window and terminate GLFW glfwTerminate(); return 0; }