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gl3tut.cpp
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executable file
·259 lines (218 loc) · 5.79 KB
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#include <stdlib.h>
#include <stdio.h>
#include "SDL2/SDL.h"
#ifdef _WIN32
# pragma comment(lib, "opengl32.lib")
# pragma comment(lib, "sdl.lib")
# pragma comment(lib, "sdlmain.lib")
# define GLEW_STATIC 1
# include "GL/GLEW.h"
#else
# define GL_GLEXT_PROTOTYPES
# include "SDL2/SDL_opengl.h"
#endif
// Globals
//
const int WIDTH = 640;
const int HEIGHT = 480;
const int SLEEP_TIME = 10;
SDL_Window* g_pWindow;
SDL_GLContext g_context;
bool g_running;
GLuint g_shVert;
GLuint g_shFrag;
GLuint g_shProg;
GLuint g_vao;
GLuint g_vbo;
// Prototypes
//
bool init_context();
bool init_opengl();
void create_shaders();
void create_vao();
void run();
void check_events();
void render();
void release();
// Functions
//
//-----------------------------------------------------------------------------
int main(int argc, char* argv[]){
if (!init_context())
return 1;
if (!init_opengl()){
release();
return 1;
}
run();
release();
return 0;
}
//-----------------------------------------------------------------------------
bool
init_context(){
if (SDL_Init(SDL_INIT_EVERYTHING) < 0){
fprintf(stderr, "Could not initiliaze SDL: %s\n", SDL_GetError());
return false;
}
unsigned int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
// Make the window
g_pWindow = SDL_CreateWindow("OpenGL3.2 Tutorial", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, flags);
if (!g_pWindow){
fprintf(stderr, "Could not create the stupid SDL window: %s\n", SDL_GetError());
return false;
}
// Make the OpenGL 3.2 context
g_context = SDL_GL_CreateContext(g_pWindow);
if (!g_context){
fprintf(stderr, "Could not create the OpenGL 3.2 context for the window: %s\n",
SDL_GetError());
return false;
}
SDL_GL_SetSwapInterval(1); // VSync
return true;
}
//-----------------------------------------------------------------------------
bool
init_opengl(){
#ifdef _WIN32
GLenum err;
if (GLEW_OK != (err = glewInit())){
fprintf(stderr, "Could not init GLEW: %s\n", glewGetErrorString(err));
return false;
}
#endif
create_shaders();
create_vao();
// config opengl
glClearColor(.0f, .0f, .0f, 1.0f);
glClearDepth(1.0f);
glViewport(0, 0, WIDTH, HEIGHT);
return true;
}
//-----------------------------------------------------------------------------
void
create_shaders(){
char shErr[1024];
int errlen;
GLint res;
const char* vert_src =
"#version 150\n"
"in vec2 in_Position;\n"
"\n"
"void main(){\n"
" gl_Position = vec4(in_Position, .0, 1.0);\n"
"}";
const char* frag_src =
"#version 150\n"
"out vec4 frag_Color;\n"
"\n"
"void main(){\n"
" frag_Color = vec4(1.0, .0, .0, 1.0);\n"
"}";
// Generate some IDs for our shader programs
g_shVert = glCreateShader(GL_VERTEX_SHADER);
g_shFrag = glCreateShader(GL_FRAGMENT_SHADER);
g_shProg = glCreateProgram();
// Assign our above shader source code to these IDs
glShaderSource(g_shVert, 1, &vert_src, NULL);
glShaderSource(g_shFrag, 1, &frag_src, NULL);
// Attempt to compile the source code
glCompileShader(g_shVert);
glCompileShader(g_shFrag);
// check if compilation was successful
glGetShaderiv(g_shVert, GL_COMPILE_STATUS, &res);
if (GL_FALSE == res){
fprintf(stderr, "Failed to compile vertex shader\n");
glGetShaderInfoLog(g_shVert, 1024, &errlen, shErr);
printf("%s\n", shErr);
return;
}
glGetShaderiv(g_shFrag, GL_COMPILE_STATUS, &res);
if (GL_FALSE == res){
fprintf(stderr, "Failed to compile fragment shader\n");
glGetShaderInfoLog(g_shFrag, 1024, &errlen, shErr);
printf("%s\n", shErr);
return;
}
// Attach these shaders to the shader program
glAttachShader(g_shProg, g_shVert);
glAttachShader(g_shProg, g_shFrag);
// flag the shaders to be deleted when the shader program is deleted
glDeleteShader(g_shVert);
glDeleteShader(g_shFrag);
// Link the shaders
glLinkProgram(g_shProg);
glGetProgramiv(g_shProg, GL_LINK_STATUS, &res);
if (GL_FALSE == res)
fprintf(stderr, "Failed to link shader program\n");
glUseProgram(g_shProg);
}
//-----------------------------------------------------------------------------
void
create_vao(){
// Create our static triangle strip of 2 triangles = 4 vertices
const float quad[8] = {
-.5f, .5f,
-.5f, -.5f,
.5f, .5f,
.5f, -.5f
};
// Generate ID for VAO, and bind it as the active VAO
glGenVertexArrays(1, &g_vao);
glBindVertexArray(g_vao);
// Generate a VBO to store our vertex list
glGenBuffers(1, &g_vbo);
glBindBuffer(GL_ARRAY_BUFFER, g_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*8, quad, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
}
//-----------------------------------------------------------------------------
void
run(){
g_running = true;
while(g_running){
check_events();
render();
SDL_GL_SwapWindow(g_pWindow);
SDL_Delay(SLEEP_TIME);
}
}
//-----------------------------------------------------------------------------
void
check_events(){
SDL_Event evt;
SDL_Keycode key;
while (SDL_PollEvent(&evt)){
switch(evt.type){
case SDL_KEYDOWN:
key = evt.key.keysym.sym & 0xff;
if ((SDLK_ESCAPE & 0xff) == key)
g_running = false;
break;
};
}
}
//-----------------------------------------------------------------------------
void
render(){
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
//-----------------------------------------------------------------------------
void
release(){
glDeleteBuffers(1, &g_vbo);
glDeleteVertexArrays(1, &g_vao);
SDL_GL_DeleteContext(g_context);
SDL_DestroyWindow(g_pWindow);
SDL_Quit();
}