#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); }