// karo.cpp : This file contains the 'main' function. Program execution begins and ends there. // //#define GLEW_STATIC #include #include #include #include #include #include #include struct Vertex { glm::vec3 pos; glm::vec3 color; }; static const char* s_vs_src = R"GLSL( #version 330 core layout (location = 0) in vec3 a_pos; layout (location = 1) in vec3 a_color; out vec3 u_color; uniform mat4 u_mvp; void main() { gl_Position = u_mvp * vec4(a_pos, 1.0); u_color = a_color; } )GLSL"; static const char* s_fs_src = R"GLSL( #version 330 core in vec3 u_color; out vec4 o_color; void main() { o_color = vec4(u_color, 1.0); } )GLSL"; void CheckShaderCompileErrors(GLuint shader) { GLint success; GLchar infoLog[512]; glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(shader, 512, NULL, infoLog); std::cerr << "Shader compilation failed: " << infoLog << std::endl; exit(1); } } void CheckProgramLinkErrors(GLuint program) { GLint success; GLchar infoLog[512]; glGetProgramiv(program, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(program, 512, NULL, infoLog); std::cerr << "Program link failed: " << infoLog << std::endl; exit(1); } } int main() { if (!glfwInit()) { std::cout << "Failed to initialize GLFW\n"; return 1; } 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); glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); glfwWindowHint(GLFW_MAXIMIZED, GL_TRUE); glfwWindowHint(GLFW_DEPTH_BITS, 0); //glfwWindowHint(GLFW_DEPTH_BITS, 0); glfwWindowHint(GLFW_STENCIL_BITS, 0); glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); GLFWwindow* window = glfwCreateWindow(800, 600, "Karo", NULL, NULL); if (!window) { std::cerr << "Failed to create window\n"; glfwTerminate(); return 1; } glfwMakeContextCurrent(window); if (glewInit() != GLEW_OK) { std::cerr << "Failed to initialize GLEW\n"; glfwTerminate(); return 1; } std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl; GLuint shader; shader = glCreateProgram(); GLuint vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &s_vs_src, NULL); glCompileShader(vs); CheckShaderCompileErrors(vs); GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &s_fs_src, NULL); glCompileShader(fs); CheckShaderCompileErrors(fs); glAttachShader(shader, vs); glAttachShader(shader, fs); glLinkProgram(shader); CheckProgramLinkErrors(shader); glDeleteShader(vs); glDeleteShader(fs); glUseProgram(shader); GLuint u_mvp = glGetUniformLocation(shader, "u_mvp"); GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); //setup for stream draw glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, pos)); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, color)); glBindVertexArray(0); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glfwShowWindow(window); //list of lines std::vector vertices; while (!glfwWindowShouldClose(window)) { glfwPollEvents(); int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f); glm::mat4 view = glm::lookAt(glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 mvp = proj * view; glUniformMatrix4fv(u_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // test data vertices.push_back({ glm::vec3(-1, 0, 0), glm::vec3(1.0f, 0.0f, 0.0f) }); vertices.push_back({ glm::vec3(1, 0, 0), glm::vec3(0.0f, 1.0f, 0.0f) }); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STREAM_DRAW); glDrawArrays(GL_LINES, 0, vertices.size()); vertices.clear(); glfwSwapBuffers(window); } } // Run program: Ctrl + F5 or Debug > Start Without Debugging menu // Debug program: F5 or Debug > Start Debugging menu // Tips for Getting Started: // 1. Use the Solution Explorer window to add/manage files // 2. Use the Team Explorer window to connect to source control // 3. Use the Output window to see build output and other messages // 4. Use the Error List window to view errors // 5. Go to Project > Add New Item to create new code files, or Project > Add Existing Item to add existing code files to the project // 6. In the future, to open this project again, go to File > Open > Project and select the .sln file