I've been trying to render a triangle on macOS but it doesn't work.
Here is my code:
#include <iostream>
#include <glm/glm.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
void OnError(int errorCode, const char* msg){
throw std::runtime_error(msg);
}
int main(){
glfwSetErrorCallback(OnError);
if (!glfwInit()){
throw std::runtime_error("glfwInit failed");
}
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(512, 512, "Title", NULL, NULL);
if (!window){
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK){
glfwTerminate();
return -1;
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
float points[] = {
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
GLuint vao = 0;
glGenBuffers(1, &vao);
glBindVertexArray(vao);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
const char* vertex_shader =
"#version 410\n"
"in vec3 vp;"
"void main(){"
" gl_Position = vec4(vp, 1.0);"
" };";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
const char* fragment_shader =
"#version 410\n"
"out vec4 frag_colour;"
"void main(){"
" frag_colour = vec4(0.0, 1.0, 0.0, 1.0);"
" };";
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_program = glCreateProgram();
glAttachShader(shader_program, fs);
glAttachShader(shader_program, vs);
glLinkProgram(shader_program);
while (!glfwWindowShouldClose(window)){
//glViewport(0, 0, 512, 512);
//glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
glDisableVertexAttribArray(0)
. You've to enable it. – Rabbid76