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-rw-r--r--lesson01/.clang_complete1
-rwxr-xr-xlesson01/a.outbin0 -> 57360 bytes
-rw-r--r--lesson01/main.cpp175
3 files changed, 176 insertions, 0 deletions
diff --git a/lesson01/.clang_complete b/lesson01/.clang_complete
new file mode 100644
index 0000000..633ff74
--- /dev/null
+++ b/lesson01/.clang_complete
@@ -0,0 +1 @@
+-I/home/pupkich/builds/projects/opengl-tutorial/include
diff --git a/lesson01/a.out b/lesson01/a.out
new file mode 100755
index 0000000..3e9babe
--- /dev/null
+++ b/lesson01/a.out
Binary files differ
diff --git a/lesson01/main.cpp b/lesson01/main.cpp
new file mode 100644
index 0000000..9182d58
--- /dev/null
+++ b/lesson01/main.cpp
@@ -0,0 +1,175 @@
+#include <glad/glad.h>
+#include <iostream>
+#include <GLFW/glfw3.h>
+
+const char *vertexShaderSource = "#version 330 core\n"
+ "layout (location = 0) in vec3 aPos;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
+ "}\0";
+
+const char *fragmentShaderSource = "#version 330 core\n"
+ "out vec4 FragColor;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
+ "}\0";
+
+void framebuffer_size_callback(GLFWwindow* window, int width, int height);
+
+void processInput(GLFWwindow *window);
+
+int main()
+{
+ glfwInit();
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ GLFWwindow* window = glfwCreateWindow(
+ 800,
+ 600,
+ "My OpenGL project",
+ NULL,
+ NULL
+ );
+ if (window == NULL) {
+ std::cout << "Failed to create GLFW window" << std::endl;
+ glfwTerminate();
+ return -1;
+ }
+ glfwMakeContextCurrent(window);
+
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
+ std::cout << "Failed to initialize GLAD" << std::endl;
+ return -1;
+ }
+
+ glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+
+ // вершины фигуры
+ float vertices[] = {
+ -0.5f, -0.5f, 0.0f,
+ 0.5f, -0.5f, 0.0f,
+ 0.5f, 0.5f, 0.0f,
+ -0.5f, 0.5f, 0.0f
+ };
+ unsigned int indices[] = {
+ 0, 1, 2, // первый треугольник
+ 2, 3, 0 // второй треугольник
+ };
+
+
+ // ШЕЙДЕРЫ
+ unsigned int vertexShader;
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
+ glCompileShader(vertexShader);
+
+ unsigned int fragmentShader;
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
+ glCompileShader(fragmentShader);
+
+ int success, success_vertex, success_fragment;
+ char infoLog[512];
+ glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success_vertex);
+ glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success_fragment);
+
+ // проверка компиляции шейдеров
+ if (!success_vertex) {
+ glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
+ << infoLog << std::endl;
+ } else if (!success_fragment) {
+ glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
+ << infoLog << std::endl;
+ }
+
+ // линкуем шейдеры к программному объекту
+ unsigned int shaderProgram;
+ shaderProgram = glCreateProgram();
+
+ glAttachShader(shaderProgram, vertexShader);
+ glAttachShader(shaderProgram, fragmentShader);
+ glLinkProgram(shaderProgram);
+
+ glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
+ if (!success) {
+ glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
+ std::cout << "ERROR::PROGRAM::LINKING_FAILED\n" << infoLog
+ << std::endl;
+ }
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+
+
+ // ИНИЦИАЛИЗАЦИЯ VAO
+ unsigned int VBO, VAO, EBO;
+ glGenVertexArrays(1, &VAO);
+ glGenBuffers(1, &VBO);
+ glGenBuffers(1, &EBO);
+ glBindVertexArray(VAO);
+
+ glBindBuffer(GL_ARRAY_BUFFER, VBO);
+ glBufferData(
+ GL_ARRAY_BUFFER,
+ sizeof(vertices),
+ vertices,
+ GL_STATIC_DRAW
+ );
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
+ glBufferData(
+ GL_ELEMENT_ARRAY_BUFFER,
+ sizeof(indices),
+ indices,
+ GL_STATIC_DRAW
+ );
+
+ glVertexAttribPointer(
+ 0,
+ 3,
+ GL_FLOAT,
+ GL_FALSE,
+ 3 * sizeof(float),
+ (void*)0
+ );
+ glEnableVertexAttribArray(0);
+
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ while (!glfwWindowShouldClose(window)) {
+ processInput(window);
+
+ glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(shaderProgram);
+ glBindVertexArray(VAO);
+ /* glDrawArrays(GL_TRIANGLES, 0, 3); */
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
+ /* glBindVertexArray(0); */
+
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+ }
+
+ glfwTerminate();
+
+ return 0;
+}
+
+void framebuffer_size_callback(GLFWwindow* window, int width, int height)
+{
+ glViewport(0, 0, width, height);
+}
+
+void processInput(GLFWwindow *window)
+{
+ if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
+ glfwSetWindowShouldClose(window, true);
+}