#include #include #include "glcxx.hpp" #include "GL3/gl3w.h" #include using namespace std; std::shared_ptr program; std::shared_ptr cube_buffer; std::shared_ptr cube_array; #define WIDTH 800 #define HEIGHT 800 bool init(void) { glClearColor (0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); glViewport(0, 0, WIDTH, HEIGHT); try { program = glcxx::Program::create( glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "cube.v.glsl"), glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "cube.f.glsl"), "position", 0, "normal", 1, "tex_coord", 2); cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, {-1, -1, -1, 0, 0, -1, 0, 0, 1, -1, -1, 0, 0, -1, 1, 0, 1, 1, -1, 0, 0, -1, 1, 1, -1, 1, -1, 0, 0, -1, 0, 1}); cube_array = make_shared(); cube_array->bind(); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), NULL); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat))); } catch (glcxx::Error & e) { cerr << "glcxx error: " << e.what() << endl; return false; } return true; } void display(SDL_Window * window) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapWindow(window); } int main(int argc, char *argv[]) { if (SDL_Init(SDL_INIT_VIDEO)) { printf("Failed to initialize SDL!\n"); return 1; } atexit(SDL_Quit); SDL_Window * window = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_OPENGL); if (!window) { printf("Failed to create window!\n"); SDL_Quit(); return 2; } SDL_GLContext gl_context = SDL_GL_CreateContext(window); if (gl3wInit()) { cerr << "Failed to initialize GL3W" << endl; return 2; } if (!gl3wIsSupported(3, 0)) { cerr << "OpenGL 3.0 is not supported!" << endl; return 2; } if (!init()) { return 2; } display(window); SDL_Event event; while (SDL_WaitEvent(&event)) { if (event.type == SDL_QUIT) break; else if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_ESCAPE) break; if (event.key.keysym.sym == SDLK_RETURN) display(window); } } }