#include #include #include #include #include "src/standard_ints.h" #include "src/lgl_callbacks.h" #include "src/lgl_shader_tools.h" int main(void) { std::cout << "Hello World." << std::endl; // Setup GLFW context glfwInit(); // Establish 4.2 GL requirement glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Build the winodw GLFWwindow *window = glfwCreateWindow(960, 400, "Hello MyBox", NULL, NULL); glfwSetWindowPos(window, 140, 1000); if (window == NULL) { std::cout << "Failed to create GLFW window." << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Set the resize callback; glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // Setup the glad loader if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initalize GLAD." << std::endl; return -1; } /* ====================================================================== */ /* ====================================================================== */ /* ====================================================================== */ i32 success; char infoLog[512]; // Create the vertex shader GLchar *shdr_src_vertex; readshader("vertex.vert", &shdr_src_vertex); u32 vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL); glCompileShader(vertexShader); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); freeshader(shdr_src_vertex); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" << infoLog << std::endl; return -1; } // Create the fragment shader GLchar *shdr_src_fragment; readshader("fragment.frag", &shdr_src_fragment); u32 fragmentShader[2] = { glCreateShader(GL_FRAGMENT_SHADER), glCreateShader(GL_FRAGMENT_SHADER) }; glShaderSource(fragmentShader[0], 1, &shdr_src_fragment, NULL); glCompileShader(fragmentShader[0]); glGetShaderiv(fragmentShader[0], GL_COMPILE_STATUS, &success); freeshader(shdr_src_fragment); if (!success) { glGetShaderInfoLog(fragmentShader[0], 512, NULL, infoLog); std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" << infoLog << std::endl; return -1; } readshader("fragment2.frag", &shdr_src_fragment); glShaderSource(fragmentShader[1], 1, &shdr_src_fragment, NULL); glCompileShader(fragmentShader[1]); glGetShaderiv(fragmentShader[1], GL_COMPILE_STATUS, &success); freeshader(shdr_src_fragment); if (!success) { glGetShaderInfoLog(fragmentShader[1], 512, NULL, infoLog); std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" << infoLog << std::endl; return -1; } // Create the shader program u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()}; glAttachShader(shaderProgram[0], vertexShader); glAttachShader(shaderProgram[1], vertexShader); glAttachShader(shaderProgram[0], fragmentShader[0]); glAttachShader(shaderProgram[1], fragmentShader[1]); glLinkProgram(shaderProgram[0]); glGetProgramiv(shaderProgram[0], GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram[0], 512, NULL, infoLog); std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" << infoLog << std::endl; return -1; } glLinkProgram(shaderProgram[1]); glGetProgramiv(shaderProgram[1], GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram[1], 512, NULL, infoLog); std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" << infoLog << std::endl; return -1; } // Free the old shader bits glDeleteShader(vertexShader); glDeleteShader(fragmentShader[0]); glDeleteShader(fragmentShader[1]); /* ====================================================================== */ /* ====================================================================== */ // Define the vertex shader dat. f32 vertices_1[] = { -0.9f, -0.66f, 0.0f, -0.1f, -0.66f, 0.0f, -0.50f, +0.66f, 0.0f }; f32 vertices_2[sizeof(vertices_1)/sizeof(f32)]; for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i++) { if (i % 3 == 0) { vertices_2[i] = -1*vertices_1[i]; } else { vertices_2[i] = vertices_1[i]; } } u32 indicies[] { 0, 1, 2, // t1 }; u32 VAO[2]; // Vertex Array Object refernce number glGenVertexArrays(2, VAO); // ask the GPU for a reference for one buffer u32 VBO[2]; // Vertex Buffer Object refernce number glGenBuffers(2, VBO); // ask the GPU for a reference for one buffer u32 EBO; // glGenBuffers(1, &EBO); // ask the gpu for a reference for one buffer // Bind VAO, meaning we glBindVertexArray(VAO[0]); // Tell the GPU subsequent calls to modify buffers apply to this buffer, // namely, the VBO buffer. glBindBuffer(GL_ARRAY_BUFFER, VBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vertices_1, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW); // For the current Generic Vertex Attirbute Array object (VAO), indicate // what index we should be starting in for subsequent draw calls. glEnableVertexAttribArray(0); glBindVertexArray(VAO[1]); glBindBuffer(GL_ARRAY_BUFFER, VBO[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW); // For the VAO array (theoretically, but we have an array of 1), start // at the 0th element of the VAO array. glEnableVertexAttribArray(0); // Setup the indexing into the VBO data. The EBO is the indirection buffer // that tells the GPU where to look into it's known GL_ARRAY_BUFFER object // for data. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // ?? glBindVertexArray(0); // i.e., UNBIND the vertex array. while(!glfwWindowShouldClose(window)) { processInput(window); // Do some rendering glClearColor(0.0f, 0.1f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram[0]); glBindVertexArray(VAO[0]); glDrawArrays(GL_TRIANGLES, 0, 3); glUseProgram(shaderProgram[1]); glBindVertexArray(VAO[1]); glDrawArrays(GL_TRIANGLES, 0, 3); //glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0); // Finish up glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(2, VAO); glDeleteBuffers(2, VBO); glDeleteBuffers(1, &EBO); glDeleteProgram(shaderProgram[0]); glDeleteProgram(shaderProgram[1]); i32 xpos, ypos; glfwGetWindowPos(window, &xpos, &ypos); std::cout << "Closed window at pos`ition\n (X,Y) = " << xpos << ", " << ypos << "\n" << std::endl; glfwTerminate(); return 0; }