From 1df02dd268685da10032974ecfdc3f229dc166a3 Mon Sep 17 00:00:00 2001 From: visil Date: Mon, 9 Oct 2023 10:48:43 +0300 Subject: =?UTF-8?q?=D0=9D=D0=B0=D1=87=D0=B0=D0=BB=D1=8C=D0=BD=D1=8B=D0=B9?= =?UTF-8?q?=20=D0=BA=D0=BE=D0=BC=D0=BC=D0=B8=D1=82;=20=D1=80=D0=B0=D0=B1?= =?UTF-8?q?=D0=BE=D1=82=D0=B0=D0=B5=D0=BC=20=D1=81=20=D1=88=D0=B5=D0=B9?= =?UTF-8?q?=D0=B4=D0=B5=D1=80=D0=B0=D0=BC=D0=B8?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- lesson01/main.cpp | 175 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 175 insertions(+) create mode 100644 lesson01/main.cpp (limited to 'lesson01/main.cpp') 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 +#include +#include + +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); +} -- cgit v1.2.3