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main.cpp
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275 lines (208 loc) · 7.01 KB
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#define GLEW_STATIC
#include "iostream"
#include "fstream"
#include "sstream"
#include "string"
#include "GL/glew.h"
#include "GLFW/glfw3.h"
int glWindowWidth = 640;
int glWindowHeight = 480;
int retina_width, retina_height;
GLFWwindow* glWindow = NULL;
GLuint shaderProgram;
GLint shiftX;
GLint shiftY;
float x = 0;
float y = 0;
GLfloat vertexCoordinates[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
GLfloat vertexData[] = {
//vertex position and vertex color
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.7f, 0.0f, 0.0f, 1.0f, 1.0f
};
GLuint vertexIndices[] = {
0,1,2,
0,2,3,
0,3,4
};
GLuint verticesVBO;
GLuint triangleVAO;
GLuint verticesEBO;
GLuint objectVAO;
void windowResizeCallback(GLFWwindow* window, int width, int height){
fprintf(stdout, "window resized to width: %d , and height: %d\n", width, height);
//TODO
}
void initObjects(){
glGenVertexArrays(1, &objectVAO);
glBindVertexArray(objectVAO);
glGenBuffers(1, &verticesVBO);
glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
glGenBuffers(1, &verticesEBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, verticesEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vertexIndices), vertexIndices, GL_STATIC_DRAW);
//vertex position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
//vertex colour attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
bool initOpenGLWindow(){
if (!glfwInit()) {
fprintf(stderr, "ERROR: could not start GLFW3\n");
return false;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// for multisampling/antialising
glfwWindowHint(GLFW_SAMPLES, 4);
glWindow = glfwCreateWindow(glWindowWidth, glWindowHeight, "OpenGL Shader Example", NULL, NULL);
if (!glWindow) {
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return false;
}
glfwSetWindowSizeCallback(glWindow, windowResizeCallback);
glfwMakeContextCurrent(glWindow);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
//for RETINA display
glfwGetFramebufferSize(glWindow, &retina_width, &retina_height);
return true;
}
void renderScene(){
//initializeaza buffer-ele de culoare si adancime inainte de a rasteriza cadrul curent
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//defineste culoarea de fundal
glClearColor(0.8, 0.8, 0.8, 1.0);
//specifica locatia si dimensiunea ferestrei
glViewport(0, 0, retina_width, retina_height);
//proceseaza evenimentele de la tastatura
if (glfwGetKey(glWindow, GLFW_KEY_W)) {
y = y + 0.01f;
}
if (glfwGetKey(glWindow, GLFW_KEY_S)) {
y = y - 0.01f;
}
if (glfwGetKey(glWindow, GLFW_KEY_A)) {
x = x - 0.01f;
}
if (glfwGetKey(glWindow, GLFW_KEY_D)) {
x = x + 0.01f;
}
glUniform1f(shiftX, x);
glUniform1f(shiftY, y);
//activeaza program shader-ul; apeluri ulterioare de rasterizare vor utiliza acest program
glUseProgram(shaderProgram);
//activeaza VAO
glBindVertexArray(objectVAO);
glDrawElements(GL_TRIANGLES, 9, GL_UNSIGNED_INT, 0);
}
std::string readShaderFile(std::string fileName){
std::ifstream shaderFile;
std::string shaderString;
//open shader file
shaderFile.open(fileName);
std::stringstream shaderStringStream;
//read shader content into stream
shaderStringStream << shaderFile.rdbuf();
//close shader file
shaderFile.close();
//convert stream into GLchar array
shaderString = shaderStringStream.str();
return shaderString;
}
void shaderCompileLog(GLuint shaderId)
{
GLint success;
GLchar infoLog[512];
//check compilation info
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(shaderId, 512, NULL, infoLog);
std::cout << "Shader compilation error\n" << infoLog << std::endl;
}
}
void shaderLinkLog(GLuint shaderProgramId)
{
GLint success;
GLchar infoLog[512];
//check linking info
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "Shader linking error\n" << infoLog << std::endl;
}
}
GLuint initBasicShader(std::string vertexShaderFileName, std::string fragmentShaderFileName)
{
GLuint shaderProgram;
//read, parse and compile the vertex shader
std::string v = readShaderFile(vertexShaderFileName);
const GLchar* vertexShaderString = v.c_str();
GLuint vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderString, NULL);
glCompileShader(vertexShader);
//check compilation status
shaderCompileLog(vertexShader);
//read, parse and compile the fragment shader
std::string f = readShaderFile(fragmentShaderFileName);
const GLchar* fragmentShaderString = f.c_str();
GLuint fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderString, NULL);
glCompileShader(fragmentShader);
//check compilation status
shaderCompileLog(fragmentShader);
//attach and link the shader programs
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//check linking info
shaderLinkLog(shaderProgram);
return shaderProgram;
}
void cleanup() {
glfwDestroyWindow(glWindow);
//close GL context and any other GLFW resources
glfwTerminate();
}
int main(int argc, const char * argv[]) {
if (!initOpenGLWindow()) {
glfwTerminate();
return 1;
}
initObjects();
shaderProgram = initBasicShader("shaders/shader.vert", "shaders/shader.frag");
shiftX = glGetUniformLocation(shaderProgram, "Xoffset");
shiftY = glGetUniformLocation(shaderProgram, "Yoffset");
while (!glfwWindowShouldClose(glWindow)) {
renderScene();
glfwPollEvents();
glfwSwapBuffers(glWindow);
}
cleanup();
return 0;
}