1.4 First Triangle

https://www.khronos.org/opengl/wiki/Vertex_Specification

https://www.khronos.org/opengl/wiki/Vertex_Rendering#Direct_rendering

https://www.khronos.org/opengl/wiki/GLSL_Object

Complete Source Code:

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Graphics.cpp

#include "Graphics.h"

#include <glm/glm.hpp>

#include <iostream>

#include <vector>

#include "Shader.h"

using namespace std;

using namespace glm;

struct Vertex {

vec3 Position;

Vertex(const vec3& position)

: Position(position)

{}

};

uvec2 framebuffersize(0, 0);

GLuint program = 0;

GLuint vertexshader = 0;

GLuint fragmentshader = 0;

GLuint vertexarray = 0;

GLuint vertexbuffer = 0;

bool Graphics::Initialize(unsigned int width, unsigned int height)

{

/* set view port */

Resize(width, height);

/* general settings */

glClearColor(0.3f, 0.3f, 0.3f, 0.0f); /* background gray */

/* create all objects */

program = glCreateProgram();

vertexshader = glCreateShader(GL_VERTEX_SHADER);

fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);

glGenVertexArrays(1, &vertexarray);

glGenBuffers(1, &vertexbuffer);

/* shader source */

string vertexshader_source(

"#version 450 core\n"

"in layout (location = 0) vec3 in_position;"

"void main() {"

"gl_Position = vec4(in_position, 1);"

"}"

);

string fragmentshader_source(

"#version 450 core\n"

"out layout (location = 0) vec4 out_color;"

"void main() {"

"out_color = vec4(0, 0, 1, 1);"

"}"

);

/* compile shaders */

if (!CompileShader(vertexshader, vertexshader_source))

return false;

if (!CompileShader(fragmentshader, fragmentshader_source))

return false;

/* link program */

list<GLuint> shaderlist;

shaderlist.push_back(vertexshader);

shaderlist.push_back(fragmentshader);

if (!LinkProgram(program, shaderlist))

return false;

/* setup vertexarray */

glBindVertexArray(vertexarray);

glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(float) * 0));

glBindBuffer(GL_ARRAY_BUFFER, 0);

glEnableVertexAttribArray(0);

glBindVertexArray(0);

/* setup vertexbuffer */

vector<Vertex> vertices;

vertices.push_back(Vertex(vec3(0, 0, 0)));

vertices.push_back(Vertex(vec3(1, 0, 0)));

vertices.push_back(Vertex(vec3(0, 1, 0)));

glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), vertices.data(), GL_STATIC_DRAW);

glBindBuffer(GL_ARRAY_BUFFER, 0);

/* successfully initialized */

return true;

}

void Graphics::CleanUp()

{

/* destroy all objects */

glDeleteProgram(program);

glDeleteShader(vertexshader);

glDeleteShader(fragmentshader);

glDeleteVertexArrays(1, &vertexarray);

glDeleteBuffers(1, &vertexbuffer);

}

void Graphics::Render()

{

/* clear framebuffer */

glClear(GL_COLOR_BUFFER_BIT);

/* draw triangle */

glUseProgram(program);

glBindVertexArray(vertexarray);

glDrawArrays(GL_TRIANGLES, 0, 3);

glBindVertexArray(0);

glUseProgram(0);

}

void Graphics::Resize(unsigned int width, unsigned int height)

{

framebuffersize = uvec2(width, height);

glViewport(0, 0, width, height);

}

GLContextInfo Graphics::GetContextInfos()

{

GLContextInfo infos;

glGetIntegerv(GL_MAJOR_VERSION, &infos.Version.Major);

glGetIntegerv(GL_MINOR_VERSION, &infos.Version.Minor);

infos.Version.Driver = (const char*)glGetString(GL_VERSION);

infos.Vendor = (const char*)glGetString(GL_VENDOR);

infos.Renderer = (const char*)glGetString(GL_RENDERER);

infos.Version.ShadingLanguage = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);

GLint numberofextensions = 0;

glGetIntegerv(GL_NUM_EXTENSIONS, &numberofextensions);

for (int i = 0; i < numberofextensions; i++)

infos.SupportedExtensions.push_back((const char*)glGetStringi(GL_EXTENSIONS, i));

GLint numberofsupportedglslversions = 0;

glGetIntegerv(GL_NUM_SHADING_LANGUAGE_VERSIONS, &numberofsupportedglslversions);

for (int i = 0; i < numberofsupportedglslversions; i++)

infos.SupportedGLSLVersions.push_back((const char*)glGetStringi(GL_SHADING_LANGUAGE_VERSION, i));

return infos;

}