mybox/mybox.cpp
2022-07-03 17:55:00 -07:00

181 lines
No EOL
5.6 KiB
C++

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cassert>
#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 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
freeshader(shdr_src_fragment);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
infoLog << std::endl;
return -1;
}
// Create the shader program
u32 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;
return -1;
}
// Free the old shader bits
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
/* ====================================================================== */
/* ====================================================================== */
// Define the vertex shader dat.
f32 vertices[] = {
0.5f, 0.5f, 0.0f, // tr
0.5f, -0.5f, 0.0f, // br
-0.5f, -0.5f, 0.0f, // bl
-0.5f, 0.5f, 0.0f // tl
};
u32 indicies[] {
0, 1, 3, // t1
2, 1, 3 // t2
};
u32 VBO; // Vertex Buffer Object refernce number
glGenBuffers(1, &VBO); // ask the GPU for a reference for one buffer
u32 VAO; // Vertex Array Object refernce number
glGenVertexArrays(1, &VAO); // 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);
// Tell the GPU subsequent calls to modify buffers apply to this buffer,
// namely, the VBO buffer.
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// copy in data to the VBO. I.e. give it a pointer to some data, tell it
// how the entire buffer will be. sizeof(*[]) evaluates the full allocated
// size of the data object.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Next, tell the GPU how to use the GL_ELEMENT_ARRAY_BUfFER.
// In this case, read from the 0th index, 3 elements at a time as
// off of the indirected GL_ARRAY_BUFFER as floating point numbers. Do not
// re-normalize the values (i.e., they're already normalized), and use a
// stride of 3xf32 as we walk through the data in the original GL_ARRAY_BUFFER
// Target the Atrib pointer in the VAO to the VBO inside it.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
// 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.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Finish up
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
i32 xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);
std::cout << "Closed window at position\n (X,Y) = "
<< xpos << ", " << ypos << "\n" << std::endl;
glfwTerminate();
return 0;
}