feat(main.cpp): default triangle test

This commit is contained in:
2025-11-13 22:46:41 +01:00
parent e47a8008a3
commit ac5d640ec6

View File

@@ -1,4 +1,114 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
// vertex shader
const char* vertexShaderSource = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos, 1.0);
}
)";
// fragment shader
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(0.8, 0.3, 0.02, 1.0);
}
)";
int main() int main()
{ {
if(!glfwInit())
{
std::cerr << "Failed to initialize GLFW\n";
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(800, 600, "Triangle Test", nullptr, nullptr);
if(!window)
{
std::cerr << "Failed to create GLFW window\n";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if(glewInit() != GLEW_OK)
{
std::cerr << "Failed to initialize GLEW\n";
return -1;
}
// --- Vertex data ---
float vertices[] =
{
0.0f, 0.5f, 0.0f, // top
0.5f, -0.5f, 0.0f, // right
-0.5f, -0.5f, 0.0f // left
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// --- Compile shaders ---
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// --- Render loop ---
while(!glfwWindowShouldClose(window))
{
glClearColor(0.2f,0.3f,0.3f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwDestroyWindow(window);
glfwTerminate();
return 0; return 0;
} }