#SimpleFragmentShader.fragmentshader
#version 330 core
out vec3 color;
void main(){
color = vec3(1,0,0);
}
#SimpleVertexShader.vertexshader
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
GLFWwindow* window;
#include <glm/glm.hpp>
#include <common/shader.hpp>
using namespace glm;
int main( void )
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow( 1024, 768, "Playground", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = true;
// Initialize GLEW
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// 쉐이더들에서 우리의 GLSL 프로그램을 생성하고 컴파일하기
GLuint programID = LoadShaders("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader");
//3 버텍스들을 표현하는 3 벡터들의 배열
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
// 우리의 버텍스 버퍼를 가리킵니다.
GLuint vertexbuffer;
// 버퍼를 하나 생성합니다. vertexbuffer에 결과 식별자를 넣습니다
glGenBuffers(1, &vertexbuffer);
// 아래의 명령어들은 우리의 "vertexvbuffer" 버퍼에 대해서 다룰겁니다
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// 우리의 버텍스들을 OpenGL로 넘겨줍니다
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
// Draw nothing, see you in tutorial 2 !
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glDrawArrays(GL_TRIANGLES, 0, 3); //버텍스 0에서 시작해서; 총 3개의 버텍스로 -> 하나의 삼각형
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
'Study > 그래픽스' 카테고리의 다른 글
1. 첫 삼각형 (0) | 2020.11.10 |
---|---|
0. Open_Window (0) | 2020.11.08 |