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https://github.com/guilhermewerner/opengl
synced 2025-06-16 13:24:19 +00:00
Craete Custom Shader
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@ -3,6 +3,56 @@
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#include <iostream>
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#include <iostream>
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static unsigned int CompileShader(unsigned int type, const std::string &source)
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{
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unsigned int id = glCreateShader(type);
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const char *src = source.c_str();
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glShaderSource(id, 1, &src, nullptr);
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glCompileShader(id);
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int result;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE)
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{
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int lenght;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &lenght);
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char *message = (char *)alloca(lenght + sizeof(char));
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glGetShaderInfoLog(id, lenght, &lenght, message);
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std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl;
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std::cout << message << std::endl;
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glDeleteShader(id);
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return 0;
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}
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return id;
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}
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static unsigned int CreateShader(const std::string &vertexShader, const std::string &fragmentShader)
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{
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unsigned int program = glCreateProgram();
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unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
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unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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glValidateProgram(program);
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glDeleteShader(vs);
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glDeleteShader(fs);
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return program;
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}
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int main()
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int main()
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{
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{
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GLFWwindow *window;
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GLFWwindow *window;
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@ -31,9 +81,8 @@ int main()
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float positions[6] = {
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float positions[6] = {
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-0.5f, -0.5f,
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-0.5f, -0.5f,
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0.0f, 0.5f,
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0.0f, 0.5f,
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0.5f, -0.5f
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0.5f, -0.5f};
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};
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unsigned int buffer;
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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glGenBuffers(1, &buffer);
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@ -43,6 +92,30 @@ int main()
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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std::string vertexShader =
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"#version 330 core\n"
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"\n"
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"layout(location = 0) in vec4 position;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = position;\n"
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"}\n";
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std::string fragmentShader =
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"#version 330 core\n"
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"\n"
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"layout(location = 0) out vec4 color;\n"
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"\n"
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"void main()\n"
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"{\n"
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" color = vec4(0.0, 1.0, 0.0, 1.0);\n"
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"}\n";
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unsigned int shader = CreateShader(vertexShader, fragmentShader);
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glUseProgram(shader);
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/* Loop until the user closes the window */
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/* Loop until the user closes the window */
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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@ -58,6 +131,8 @@ int main()
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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glDeleteProgram(shader);
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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