Hello I am learning OpenGL and glfw from the book learn OpenGL by packt.
I am doing chapter2 how to draw a triangle.
The code compiles ok but when I execute a.out the window appears for a split second then disappears again.
How can I make it stay there?
I am compiling with g++ -lGLEW -lGL -lglfw
I have:
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const GLuint WIDTH = 800, HEIGHT = 600;
const GLchar * vertexShaderSource = "Version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar * fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n";
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow *window = glfwCreateWindow (WIDTH, HEIGHT, "Learn OpenGL", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (nullptr == window)
{
std::cout<<"Failed to create glfw window!\n";
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit())
{
std::cout<<"Failed to initialize glew!"<<std::endl;
return EXIT_FAILURE;
}
glViewport(0,0,screenWidth,screenHeight);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar infoLog(512);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED"<<infoLog<<std::endl;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::FRAGMENT::COMPILATION::FAILED\n"<<infoLog<<std::endl;
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::PROGRAM::LINKING::FAILED\n"<<infoLog<<std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLfloat vertices[] =
{
-0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint 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(GLfloat), (GLvoid *) 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f,0.3f,0.3f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
glfwTerminate();
return EXIT_SUCCESS;
}