gravity_sim/3D_test.cpp
2025-03-06 13:39:53 -08:00

150 lines
4.2 KiB
C++

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
GLFWwindow* StartGLU();
void CreateVBOVAO(GLuint& VAO, GLuint& VBO, const float* vertices, size_t vertexCount);
GLuint CreateShaderProgram(const char* vertexSource, const char* fragmentSource);
const char* vertexShaderSource = R"glsl(
#version 330 core
layout (location = 0) in vec3 aPos;
void main() {
gl_Position = vec4(aPos, 1.0);
}
)glsl";
const char* fragmentShaderSource = R"glsl(
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(1.0, 0.5, 0.2, 1.0); // Orange color
}
)glsl";
int main() {
GLFWwindow* window = StartGLU();
GLuint shaderProgram = CreateShaderProgram(vertexShaderSource, fragmentShaderSource);
//vertex data
float vertices[] = {
-0.5f, -0.5f, 0.0f, // Bottom left
0.5f, -0.5f, 0.0f, // Bottom right
0.0f, 0.5f, 0.0f // Top center
};
// Create VAO and VBO
GLuint VAO, VBO;
CreateVBOVAO(VAO, VBO, vertices, sizeof(vertices) / sizeof(float));
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
GLFWwindow* StartGLU() {
if (!glfwInit()) {
std::cout << "Failed to initialize GLFW, panic" << std::endl;
return nullptr;
}
GLFWwindow* window = glfwCreateWindow(800, 600, "3D_TEST", NULL, NULL);
if (!window) {
std::cerr << "Failed to create GLFW window." << std::endl;
glfwTerminate();
return nullptr;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW." << std::endl;
glfwTerminate();
return nullptr;
}
glEnable(GL_DEPTH_TEST);
return window;
}
GLuint CreateShaderProgram(const char* vertexSource, const char* fragmentSource) {
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, nullptr);
glCompileShader(vertexShader);
GLint success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cerr << "Vertex shader compilation failed: " << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
std::cerr << "Fragment shader compilation failed: " << infoLog << std::endl;
}
// Shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cerr << "Shader program linking failed: " << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
void CreateVBOVAO(GLuint& VAO, GLuint& VBO, const float* vertices, size_t vertexCount) {
//VAO
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//VBO
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(float), vertices, GL_STATIC_DRAW);
//vertex attribute pointers
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}