///// Product -> Scheme -> Edit Scheme and change the Working directory to the directory where the appropriate data files are located or will be located.
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
float r = 0, g = 0, b = 0;
int main() {
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// build and compile our shader program
// ------------------------------------
Shader ourShader("4.0.shader.vs", "4.0.shader.fs"); // you can name your shader files however you like
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
// render loop
// -----------
while (!glfwWindowShouldClose(window)) {
// render
// ------
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// render the triangle
ourShader.use();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if(glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
if(r < 1.0 )
r += 0.1;
else
r = 0.0;
}
if(glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS) {
if(g < 1.0 )
g += 0.1;
else
g = 0.0;
}
if(glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS) {
if(b < 1.0 )
b += 0.1;
else
b = 0.0;
}
}
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
if(button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
double xpos, ypos;
//getting cursor position
glfwGetCursorPos(window, &xpos, &ypos);
std::cout << "Cursor Position at (" << xpos << " : " << ypos << "\n";
}
}