#include <glad/glad.h>
#include <GLFW/glfw3.h>#include <iostream>float vertices[] = {0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f,
};unsigned int indices[] = {0, 1, 3, 1, 2, 3
};using namespace std;
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void processInput(GLFWwindow* window)
{if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS){glfwSetWindowShouldClose(window, true);}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{glViewport(0, 0, width, height);
}
const char* vertexShaderSource = R"( #version 460 corelayout (location = 0) in vec3 aPos;void main(){gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);}
)";
const char* fragmentShaderSource = R"( #version 460 coreout vec4 FragColor;void main(){FragColor = vec4(0.0f, 0.0f, 1.0f, 1.0f);}
)";
int main()
{glfwInit();if (!glfwInit()){std::cerr << "Failed to initialize GLFW" << std::endl;return -1;}glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr);if (window == nullptr){cout << "Failed to create GLFW window" << endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){std::cout << "Failed to initialize GLAD" << std::endl;return -1;}int vertexShader = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);glCompileShader(vertexShader);int success; char infoLog[512];glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;}int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);glCompileShader(fragmentShader);glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(fragmentShader, sizeof(infoLog), nullptr, infoLog);std::cerr << "Fragment shader compilation failed: " << infoLog << std::endl;}int shaderProgram = glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);if (!success) {glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;}glDeleteShader(vertexShader);glDeleteShader(fragmentShader);unsigned int VBO, VAO, EBO;glGenVertexArrays(1, &VAO);glBindVertexArray(VAO);glGenBuffers(1, &VBO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glGenBuffers(1, &EBO);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);while (!glfwWindowShouldClose(window)){processInput(window);glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);glUseProgram(shaderProgram);glBindVertexArray(VAO);glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);glfwSwapBuffers(window);glfwPollEvents();}glDeleteVertexArrays(1, &VAO);glDeleteBuffers(1, &VBO);glDeleteBuffers(1, &EBO);glDeleteProgram(shaderProgram);glfwTerminate();return 0;
}
