181 lines
No EOL
5.6 KiB
C++
181 lines
No EOL
5.6 KiB
C++
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <cassert>
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#include "src/standard_ints.h"
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#include "src/lgl_callbacks.h"
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#include "src/lgl_shader_tools.h"
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int main(void) {
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std::cout << "Hello World." << std::endl;
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// Setup GLFW context
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glfwInit();
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// Establish 4.2 GL requirement
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Build the winodw
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GLFWwindow *window = glfwCreateWindow(960, 400,
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"Hello MyBox", NULL, NULL);
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glfwSetWindowPos(window, 140, 1000);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window." << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// Set the resize callback;
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// Setup the glad loader
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initalize GLAD." << std::endl;
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return -1;
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}
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/* ====================================================================== */
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/* ====================================================================== */
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/* ====================================================================== */
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i32 success;
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char infoLog[512];
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// Create the vertex shader
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GLchar *shdr_src_vertex;
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readshader("vertex.vert", &shdr_src_vertex);
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u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_vertex);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" <<
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infoLog << std::endl;
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return -1;
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}
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// Create the fragment shader
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GLchar *shdr_src_fragment;
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readshader("fragment.frag", &shdr_src_fragment);
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u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_fragment);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
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infoLog << std::endl;
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return -1;
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}
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// Create the shader program
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u32 shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
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infoLog << std::endl;
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return -1;
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}
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// Free the old shader bits
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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/* ====================================================================== */
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/* ====================================================================== */
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// Define the vertex shader dat.
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f32 vertices[] = {
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0.5f, 0.5f, 0.0f, // tr
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0.5f, -0.5f, 0.0f, // br
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-0.5f, -0.5f, 0.0f, // bl
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-0.5f, 0.5f, 0.0f // tl
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};
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u32 indicies[] {
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0, 1, 3, // t1
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2, 1, 3 // t2
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};
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u32 VBO; // Vertex Buffer Object refernce number
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glGenBuffers(1, &VBO); // ask the GPU for a reference for one buffer
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u32 VAO; // Vertex Array Object refernce number
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glGenVertexArrays(1, &VAO); // ask the GPU for a reference for one buffer
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u32 EBO; //
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glGenBuffers(1, &EBO); // ask the gpu for a reference for one buffer
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// Bind VAO, meaning we
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glBindVertexArray(VAO);
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// Tell the GPU subsequent calls to modify buffers apply to this buffer,
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// namely, the VBO buffer.
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// copy in data to the VBO. I.e. give it a pointer to some data, tell it
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// how the entire buffer will be. sizeof(*[]) evaluates the full allocated
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// size of the data object.
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Next, tell the GPU how to use the GL_ELEMENT_ARRAY_BUfFER.
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// In this case, read from the 0th index, 3 elements at a time as
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// off of the indirected GL_ARRAY_BUFFER as floating point numbers. Do not
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// re-normalize the values (i.e., they're already normalized), and use a
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// stride of 3xf32 as we walk through the data in the original GL_ARRAY_BUFFER
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// Target the Atrib pointer in the VAO to the VBO inside it.
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
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// For the VAO array (theoretically, but we have an array of 1), start
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// at the 0th element of the VAO array.
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glEnableVertexAttribArray(0);
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// Setup the indexing into the VBO data. The EBO is the indirection buffer
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// that tells the GPU where to look into it's known GL_ARRAY_BUFFER object
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// for data.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// ??
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glBindVertexArray(0); // i.e., UNBIND the vertex array.
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while(!glfwWindowShouldClose(window)) {
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processInput(window);
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// Do some rendering
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glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// Finish up
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &EBO);
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glDeleteProgram(shaderProgram);
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i32 xpos, ypos;
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glfwGetWindowPos(window, &xpos, &ypos);
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std::cout << "Closed window at position\n (X,Y) = "
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<< xpos << ", " << ypos << "\n" << std::endl;
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glfwTerminate();
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return 0;
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} |