hello triangle

This commit is contained in:
Pablo Rodriguez
2025-07-27 13:58:37 -04:00
parent 06a9f74f2c
commit e5ba7474e6

View File

@@ -32,11 +32,17 @@ App::App():
glfwSetErrorCallback(error_callback_s);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
mpWindow = glfwCreateWindow(640, 480, "uGLy", NULL, NULL);
glfwSetWindowUserPointer(mpWindow, this);
glfwSetKeyCallback(mpWindow, key_callback_s);
glfwMakeContextCurrent(mpWindow);
glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK) {
error_callback_s(GLFW_NO_ERROR, "glewInit() failed");
}
@@ -50,8 +56,71 @@ App::~App() {
void App::game_loop() {
float vertices[] = {
.0f, .5f,
.5f, -.5f,
-.5f, -.5f
};
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
auto vertexSource = R"glsl(
#version 150 core
in vec2 position;
void main() { gl_Position = vec4(position, 0.0, 1.0); }
)glsl";
GLint status;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if(!status) {
error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
}
auto fragmentSource = R"glsl(
#version 150 core
uniform vec3 triangleColor;
out vec4 color;
void main() { color = vec4(triangleColor, 1.0); }
)glsl";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if(!status) {
error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
auto start = glfwGetTime();
while(!glfwWindowShouldClose(mpWindow)) {
glfwPollEvents();
glDrawArrays(GL_TRIANGLES, 0, 3);
auto now = glfwGetTime();
glUniform3f(glGetUniformLocation(shaderProgram, "triangleColor"), (sin(now-start) + 1.0f) / 2.0f, 0.0f, 0.0f);
glfwSwapBuffers(mpWindow);
}
}