// Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 core in vec2 position; in vec3 color; out vec3 Color; void main() { Color = color; gl_Position = vec4(position, 0.0, 1.0); } )glsl"; const GLchar* fragmentSource = R"glsl( #version 150 core in vec3 Color; out vec4 outColor; void main() { outColor = vec4(Color, 1.0); } )glsl"; int main() { sf::ContextSettings settings; settings.depthBits = 24; settings.stencilBits = 8; settings.majorVersion = 3; settings.minorVersion = 2; sf::Window window(sf::VideoMode(800, 600, 32), "OpenGL", sf::Style::Titlebar | sf::Style::Close, settings); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers(1, &vbo); GLfloat vertices[] = { -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right -0.5f, -0.5f, 1.0f, 1.0f, 1.0f // Bottom-left }; glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Create an element array GLuint ebo; glGenBuffers(1, &ebo); GLuint elements[] = { 0, 1, 2, 2, 3, 0 }; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW); // Create and compile the vertex shader GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexSource, NULL); glCompileShader(vertexShader); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentSource, NULL); glCompileShader(fragmentShader); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glBindFragDataLocation(shaderProgram, 0, "outColor"); glLinkProgram(shaderProgram); glUseProgram(shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0); GLint colAttrib = glGetAttribLocation(shaderProgram, "color"); glEnableVertexAttribArray(colAttrib); glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat))); bool running = true; while (running) { sf::Event windowEvent; while (window.pollEvent(windowEvent)) { switch (windowEvent.type) { case sf::Event::Closed: running = false; break; } } // Clear the screen to black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Draw a rectangle from the 2 triangles using 6 indices glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // Swap buffers window.display(); } glDeleteProgram(shaderProgram); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteBuffers(1, &ebo); glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); window.close(); return 0; }