#include #include #include #include int main() { // Initialize GLFW if (!glfwInit()) { return -1; } // Set the required options for GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Create a windowed mode window and its OpenGL context GLFWmonitor *glfwMonitor = glfwGetPrimaryMonitor(); const GLFWvidmode *mode = glfwGetVideoMode(glfwMonitor); GLFWwindow *window = glfwCreateWindow(mode->width, mode->height, "Blue screen", glfwMonitor, NULL); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Initialize GLEW GLenum glewStatus = glewInit(); if (glewStatus != GLEW_OK) { printf("Failed to initialize GLEW: %s\n", glewGetErrorString(glewStatus)); return -1; } float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f}; unsigned int VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); const char *vertex_shader_src = "#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"; unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_src, NULL); glCompileShader(vertex_shader); int success; char info_log[512]; glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertex_shader, 512, NULL, info_log); printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", info_log); } const char *fragment_shader_src = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\0"; unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_src, NULL); glCompileShader(fragment_shader); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragment_shader, 512, NULL, info_log); printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", info_log); } unsigned int shader_program = glCreateProgram(); glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, fragment_shader); glLinkProgram(shader_program); glGetProgramiv(shader_program, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shader_program, 512, NULL, info_log); printf("ERROR::SHADER::PROGRAM::LINK_FAILED\n%s\n", info_log); } glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); unsigned int VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); // Main loop while (!glfwWindowShouldClose(window)) { glClearColor(0.1f, 0.1f, 0.25f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shader_program); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }