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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#define GL_SILENCE_DEPRECATION 1
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
GLFWwindow *window = glfwCreateWindow(320, 240, "Blue screen", NULL, 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;
}
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