#include int main() { window_create(40, WINDOW_SQUARE | WINDOW_MSAA8); window_title(__FILE__); // set up pipeline renderstate_t state = renderstate(); state.clearColor[0] = 0.2f; state.clearColor[1] = 0.2f; state.clearColor[2] = 0.2f; state.clearColor[3] = 1.0f; state.depthTestEnabled = GL_TRUE; state.depthFunc = GL_LEQUAL; state.blendEnabled = GL_FALSE; state.cullFaceEnabled = GL_TRUE; // prepare triangle buffer float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // basic shader const char *vertex_shader_src = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main() {\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragment_shader_src = "#version 330 core\n" "out vec4 FragColor;\n" "void main() {\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\0"; handle program = shader(vertex_shader_src, fragment_shader_src, "aPos", "FragColor", ""); // app loop while( window_swap() ) { // input controls if( input(KEY_ESC) ) break; // bind pipeline renderstate_apply(&state); // clear screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // draw triangle glUseProgram(program); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); } }