my own window <3

This commit is contained in:
Christoph J. Scherr 2023-10-13 11:13:23 +02:00
parent 671229d685
commit a4256460b9
3 changed files with 40 additions and 74 deletions

1
.gitignore vendored
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@ -4,3 +4,4 @@ CMakeDoxyfile.in
CMakeDoxygenDefaults.cmake CMakeDoxygenDefaults.cmake
Makefile Makefile
cmake_install.cmake cmake_install.cmake
bin/loader/loader

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@ -6,83 +6,48 @@
void framebuffer_size_callback(GLFWwindow *window, int width, int height); void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings int main(int argc, char **argv) {
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit(); glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#ifdef __APPLE__ GLFWwindow *window = glfwCreateWindow(800, 600, "Shader Loader", NULL, NULL);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); if (window == NULL) {
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl; std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate(); glfwTerminate();
return -1; return -1;
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl; std::cout << "Failed to initialize GLAD" << std::endl;
return -1; return -1;
} }
// render loop glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// -----------
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window)) {
{
// input
// -----
processInput(window); processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
} }
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly void processInput(GLFWwindow *window) {
// --------------------------------------------------------------------------------------------------------- // if user presses ESC, close the window
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); 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) {
// ---------------------------------------------------------------------------------------------
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); glViewport(0, 0, width, height);
} }