#define GLFW_INCLUDE_NONE #include "GLFW/glfw3.h" #include "cbt/opengl/context.hpp" #include "cbt/opengl/shader.hpp" #include "cbt/opengl/buffer.hpp" #include "cbt/opengl/vao.hpp" #include "asio.hpp" #include "glad/glad.h" auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int { auto ctx = cbt::opengl::context("cuber", 1280, 720); if (!ctx.valid()) { return 1; } // compile shader auto prog = cbt::opengl::shader(); const char* vert_src = R"glsl( #version 410 core layout(location = 0) in vec3 a_pos; layout(location = 1) in vec3 a_color; out vec3 v_color; void main() { gl_Position = vec4(a_pos, 1.0); v_color = a_color; } )glsl"; const char* frag_src = R"glsl( #version 410 core in vec3 v_color; out vec4 frag_color; void main() { frag_color = vec4(v_color, 1.0); } )glsl"; if (!prog.compile_vertex(vert_src) || !prog.compile_fragment(frag_src) || !prog.link()) { return 1; } // vertex data: triangle with per-vertex colors // red, green, blue corners std::array vertices = { -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, }; auto vbo = cbt::opengl::buffer(cbt::opengl::buffer_type::vertex); vbo.upload(vertices.data(), vertices.size() * sizeof(float)); // bind VAO and configure vertex attributes auto vao = cbt::opengl::vao(); vao.bind(); vbo.bind(); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), reinterpret_cast(3 * sizeof(float))); vbo.unbind(); vao.unbind(); // signal handling asio::io_context io; asio::signal_set signals(io, SIGINT, SIGTERM); bool quit = false; signals.async_wait([&](auto, auto) { quit = true; io.stop(); }); auto process_signals = [&]() -> void { while (io.poll()) {} }; // render loop while (!ctx.should_close()) { process_signals(); if (quit || glfwGetKey(ctx.raw(), GLFW_KEY_Q) == GLFW_PRESS) { break; } glClearColor(0.6f, 0.8f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); prog.use(); vao.bind(); glDrawArrays(GL_TRIANGLES, 0, 3); vao.unbind(); prog.unuse(); ctx.swap_buffers(); ctx.poll_events(); } return 0; }