NBEngine/engine/NBGraphics/tests/TestWindow.cpp
2026-06-26 09:50:10 -05:00

66 lines
1.6 KiB
C++

#include "GLLoad.hpp"
#include "ProgramPipeline.hpp"
#include "VertexArray.hpp"
#include "Window.hpp"
int main() {
nb::logger.log("Howdy!");
nb::Window window(400, 400, "Hello!");
window.setWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
window.setWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
window.init();
nb::logger.log("Goob");
auto vert = std::make_shared<nb::Shader>(
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout (location = 0) in vec2 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);\n"
"}\0"
);
LOG("Vertex Shader: " + vert->log());
auto frag = std::make_shared<nb::Shader>(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0"
);
LOG("Fragment shader: " + frag->log());
nb::ByteVector data = nb::vectorToBytes<float>({
-0.5, -0.5, 0.5, -0.5, 0.0, 0.5
});
nb::Program prog({vert, frag});
prog.bind();
nb::VertexGroup tri(data, {
nb::VertexAttribute{
2,
GL_FLOAT,
false,
{0, 8}
}
});
tri.bind();
GLFWwindow* window_ptr = window.getWindow();
while(!glfwWindowShouldClose(window_ptr)) {
glDrawArrays(GL_TRIANGLES, 0, 3);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwPollEvents();
glfwSwapBuffers(window_ptr);
}
return 0;
}