summaryrefslogtreecommitdiff
path: root/Client/Source/RagdollMain.cpp
blob: acf70c840f9c3b36f73254facd885bd6f208b354 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
// python -m glad --out-path=build --api="gl=2.1" --extensions="" --generator="c"
// g++ example/c++/sdl.cpp build/src/glad.c -Ibuild/include -lSDL2 -ldl

#include <iostream>

#include <glad/glad.h>
#include <SDL2/SDL.h>

int main(int argc, char **argv) {

	if (SDL_Init(SDL_INIT_VIDEO) != 0) {
		std::cerr << "SDL2 video subsystem couldn't be initialized. Error: "
			<< SDL_GetError()
			<< std::endl;
		exit(1);
	}

	SDL_Window* window = SDL_CreateWindow("Glad Sample",
		SDL_WINDOWPOS_CENTERED,
		SDL_WINDOWPOS_CENTERED,
		800, 600, SDL_WINDOW_SHOWN |
		SDL_WINDOW_OPENGL);

	SDL_Renderer* renderer = SDL_CreateRenderer(window, -1,
		SDL_RENDERER_ACCELERATED);

	if (renderer == nullptr) {
		std::cerr << "SDL2 Renderer couldn't be created. Error: "
			<< SDL_GetError()
			<< std::endl;
		exit(1);
	}

	// Create a OpenGL context on SDL2
	SDL_GLContext gl_context = SDL_GL_CreateContext(window);

	// Load GL extensions using glad
	if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
		std::cerr << "Failed to initialize the OpenGL context." << std::endl;
		exit(1);
	}

	// Loaded OpenGL successfully.
	std::cout << "OpenGL version loaded: " << GLVersion.major << "."
		<< GLVersion.minor << std::endl;

	// Create an event handler
	SDL_Event event;
	// Loop condition
	bool running = true;

	while (running) {
		SDL_PollEvent(&event);

		switch (event.type) {
		case SDL_QUIT:
			running = false;
			break;

		case SDL_KEYDOWN:
			switch (event.key.keysym.sym) {
			case SDLK_ESCAPE:
				running = false;
				break;
			}
		}

		glClearColor(0, 0, 0, 1);

		// You'd want to use modern OpenGL here
		glColor3d(0, 1, 0);
		glBegin(GL_TRIANGLES);
		glVertex2f(.2, 0);
		glVertex2f(.01, .2);
		glVertex2f(-.2, 0);
		glEnd();

		SDL_GL_SwapWindow(window);
	}

	// Destroy everything to not leak memory.
	SDL_GL_DeleteContext(gl_context);
	SDL_DestroyRenderer(renderer);
	SDL_DestroyWindow(window);

	SDL_Quit();

	return 0;
}