mybox/mybox.cpp
2022-07-03 19:10:31 -07:00

196 lines
No EOL
4.9 KiB
C++

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cassert>
#include <string.h>
#include "src/standard_ints.h"
#include "src/lgl_callbacks.h"
#include "src/lgl_shader_tools.h"
#define SHADER_CNT 3
char *shader_list[SHADER_CNT] = {
"vertex.vert",
"fragment.frag",
"fragment2.frag"
};
struct shader_storage {
u32 type;
bool compiled;
bool freed;
u32 h;
};
struct shader_storage shader_set[SHADER_CNT] = {
{GL_VERTEX_SHADER},
{GL_FRAGMENT_SHADER},
{GL_FRAGMENT_SHADER}
};
void helper_capabilitiesCheck() {
i32 numAttrs;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numAttrs);
std::cout << "Maximum number of vertex attributes for this hardware: "
<< numAttrs << std::endl;
}
int main(void) {
std::cout << "Hello Shaders." << std::endl;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(960, 400,
"Hello Shader", NULL, NULL);
glfwSetWindowPos(window, 140, 1000);
if (window == NULL) {
std::cout << "Failed to create GLFW window." << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initalize GLAD." << std::endl;
glfwTerminate();
return -1;
}
helper_capabilitiesCheck();
/* ====================================================================== */
/* ====================================================================== */
/* ====================================================================== */
i32 success;
char debug_msg[512];
GLchar *shdr_source;
for (u32 i = 0; i < SHADER_CNT; i++) {
shader_set[i].h = glCreateShader(shader_set[i].type);
readshader(shader_list[i], &shdr_source);
glShaderSource(shader_set[i].h, 1, &shdr_source, NULL);
glCompileShader(shader_set[i].h);
glGetShaderiv(shader_set[i].h, GL_COMPILE_STATUS, &success);
freeshader(shdr_source);
if (!success) {
glGetShaderInfoLog(shader_set[i].h, 512, NULL, debug_msg);
std::cerr << "ERROR SHADER::Compilation Failed for shader: \n\t" <<
shader_list[i] << std::endl;
return -1;
} else {
shader_set[i].compiled = true;
}
}
// Next, generate the shader programs
u32 shaderProgram[2];
for (u32 i = 0; i < 2; i++) {
shaderProgram[i] = glCreateProgram();
glAttachShader(shaderProgram[i], shader_set[0].h);
}
glAttachShader(shaderProgram[0], shader_set[1].h);
glAttachShader(shaderProgram[1], shader_set[2].h);
for (u32 i = 0; i < 2; i++) {
glLinkProgram(shaderProgram[i]);
glGetProgramiv(shaderProgram[i], GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram[i], 512, NULL, debug_msg);
std::cout << "ERROR SHADER::Linking Failed\n" <<
debug_msg << std::endl;
return -1;
}
}
for (u32 i = 0; i < SHADER_CNT; i++) {
if (shader_set[i].compiled && !shader_set[i].freed) {
glDeleteShader(shader_set[i].h);
shader_set[i].freed = true;
}
}
/* ====================================================================== */
/* ====================================================================== */
/* ====================================================================== */
// 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)];
memcpy(vertices_2, vertices_1, sizeof(vertices_1));
for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i+=3) {
vertices_2[i] *= -1;
}
f32 *vert_ptr[2];
vert_ptr[0] = vertices_1;
vert_ptr[1] = vertices_2;
u32 indicies[] {
0, 1, 2, // t1
};
u32 VAOs[2];
glGenVertexArrays(2, VAOs);
u32 VBOs[2];
glGenBuffers(2, VBOs);
u32 EBO;
glGenBuffers(1, &EBO);
for (u32 i = 0; i < 2; i++) {
glBindVertexArray(VAOs[i]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[i]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vert_ptr[i], 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);
glEnableVertexAttribArray(0);
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
while(!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
for (u32 i = 0; i < 2; i++) {
glUseProgram(shaderProgram[i]);
glBindVertexArray(VAOs[i]);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(2, VAOs);
glDeleteBuffers(2, VBOs);
glDeleteTextures(1, &EBO);
for (u32 i = 0; i < 2; i++) {
glDeleteProgram(shaderProgram[i]);
}
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;
}