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| // g++ `pkg-config --cflags --libs glew glfw3` demo_ogl3.cpp
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const char * vsCode = "#version 330 core\n"\
"layout(location = 0) in vec3 vertexPos;\n"\
"void main() { gl_Position = vec4(vertexPos, 1.0); }\n";
const char * fsCode = "#version 330 core\n"\
"layout(location = 0) out vec3 color;\n"\
"void main() { color = vec3(1,0,0); }\n";
GLuint LoadShaders() {
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShaderID, 1, &vsCode, NULL);
glCompileShader(vertexShaderID);
glShaderSource(fragmentShaderID, 1, &fsCode , NULL);
glCompileShader(fragmentShaderID);
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, vertexShaderID);
glAttachShader(ProgramID, fragmentShaderID);
glLinkProgram(ProgramID);
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
return ProgramID;
}
int main() {
glfwInit();
GLFWwindow* window = glfwCreateWindow(800, 600, "demo", nullptr, nullptr);
glfwMakeContextCurrent(window);
glewInit();
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
GLuint vertexArrayID;
glGenVertexArrays(1, &vertexArrayID);
glBindVertexArray(vertexArrayID);
GLuint programID = LoadShaders();
const GLfloat vbData[] =
{ -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, };
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vbData), vbData, GL_STATIC_DRAW);
do {
glClear( GL_COLOR_BUFFER_BIT );
glUseProgram(programID);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
} while ( glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS
or glfwWindowShouldClose(window) == 0 );
glDeleteBuffers(1, &vertexBuffer);
glDeleteVertexArrays(1, &vertexArrayID);
glDeleteProgram(programID);
glfwTerminate();
return 0;
} |
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