#include "gl.h" #include "glfw3.h" #include "stdio.h" #include "stdlib.h" #include #include "main.h" void main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(800, 600, "Test", NULL, NULL); if (window == NULL) { return -100; } glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwMakeContextCurrent(window); context = malloc(sizeof(GladGLContext)); gladLoadGLContext(context, glfwGetProcAddress); unsigned int shader = context->CreateShader(GL_VERTEX_SHADER); const GLchar* code[] = { "Test string\0" }; context->ShaderSource(shader, 1, code, NULL); printf("%s\n", code); while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ context->ClearColor(0.2f, 0.3f, 0.3f, 1.0f); context->Clear(GL_COLOR_BUFFER_BIT); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); free(context); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- 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. context->Viewport(0, 0, width, height); }