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MainShadertoy.cpp
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211 lines (176 loc) · 5.32 KB
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#include <iostream>
#include <fstream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
//forward declaration
void processInput(GLFWwindow* window);
int init(GLFWwindow*& window);
void createShaders();
void createTriangle(GLuint& VAO, GLuint& EBO, int& size, int& numIndices);
void createProgram(GLuint& program, const char* vertex, const char* fragment);
//Util
void LoadFile(const char* filename, char*& output);
//program IDs
GLuint simpleProgram;
int main()
{
std::cout << "Starting App" << std::endl;
GLFWwindow* window;
int res = init(window);
if (res != 0) return res;
GLuint triangleVAO, triangleEBO;
int triangleSize, triangleIndexCount;
createTriangle(triangleVAO, triangleEBO, triangleSize, triangleIndexCount);
createShaders();
//Create viewport
glViewport(0, 0, 1280, 720);
glUseProgram(simpleProgram);
glUniform2f(glGetUniformLocation(simpleProgram, "iResolution"), 800.0f, 600.0f);
//game render loop
while (!glfwWindowShouldClose(window))
{
//input
processInput(window);
//rendering
glClearColor(0.5f, 0.7f, 0.3f, 1.0f); //set background
glClear(GL_COLOR_BUFFER_BIT);
glUniform1f(glGetUniformLocation(simpleProgram, "iTime"), (float)glfwGetTime());
glBindVertexArray(triangleVAO);
//glDrawArrays(GL_TRIANGLES,0, triangleSize);
glDrawElements(GL_TRIANGLES, triangleIndexCount, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
//event poll
glfwPollEvents();
}
glfwTerminate();
return 0;
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
int init(GLFWwindow*& window)
{
glfwInit();
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
window = glfwCreateWindow(1280, 720, "MyEpicWindow", nullptr, nullptr); //Creating application window
if (window == nullptr)
{
std::cout << "fail to create glfw window" << std::endl;
glfwTerminate();
return -1;
}
//set context
glfwMakeContextCurrent(window);
//Glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) //give functionpointer to the loader
{
std::cout << "falied to load glad" << std::endl;
return -2;
}
return 0;
}
void createTriangle(GLuint& VAO, GLuint& EBO, int& size, int& numIndices)
{
float vertices[] = {
//position //color //index
-1.0f, -1.0f, 0.0f, 1.0f,0.0f,0.0f,1.0f, //0
1.0f, -1.0f, 0.0f, 0.0f,1.0f,0.0f,1.0f, //1
-1.0f, 1.0f, 0.0f, 0.0f,0.0f,1.0f,1.0f, //2
1.0f, 1.0f, 0.0f, 1.0f,1.0f,1.0f,1.0f //3
};
int indices[] = {
0,1,2,
2,1,3
};
int stride = (3 + 4) * sizeof(float);
size = sizeof(vertices) / stride;
numIndices = sizeof(indices) / sizeof(int);
//vertex array
//GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//vertex buffer
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
}
void createShaders()
{
createProgram(simpleProgram, "resources/Shaders/MandelBulbVertex.shader", "resources/Shaders/MandelBulpFragment.shader");
}
void createProgram(GLuint& programID, const char* vertex, const char* fragment)
{
char* vertexSrc;
char* FragSrc;
LoadFile(vertex, vertexSrc);
LoadFile(fragment, FragSrc);
GLuint vertexShaderID, fragmentShaderID;
vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShaderID, 1, &vertexSrc, nullptr);
glCompileShader(vertexShaderID);
int success;
char infologbuffer[512];
//check compile status of vertex
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShaderID, 512, nullptr, infologbuffer);
std::cout << "Error during vertexShader compilation\n" << infologbuffer << std::endl;
}
fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderID, 1, &FragSrc, nullptr);
glCompileShader(fragmentShaderID);
//check compile status of fragment
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShaderID, 512, nullptr, infologbuffer);
std::cout << "Error during FragmentShader compilation\n" << infologbuffer << std::endl;
}
programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
glGetProgramiv(programID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(programID, 512, nullptr, infologbuffer);
std::cout << "Error LinkubgProgram\n" << infologbuffer << std::endl;
}
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
delete vertexSrc;
delete FragSrc;
}
void LoadFile(const char* filename, char*& output)
{
std::ifstream file(filename, std::ios::binary);
if (file.is_open())
{
file.seekg(0, file.end);
int length = file.tellg();
file.seekg(0, file.beg);
output = new char[length + 1];
file.read(output, length);
output[length] = '\0';
file.close();
}
else
{
output = NULL;
}
}