Files
opengl/OpenGL/Source/Application.cpp
2021-05-13 06:57:04 -03:00

148 lines
3.2 KiB
C++

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
using namespace std;
static string ParseShader(const string filePath)
{
ifstream stream(filePath);
string line;
stringstream ss;
while (getline(stream, line))
{
ss << line << "\n";
}
return ss.str();
}
static unsigned int CompileShader(unsigned int type, const string &source)
{
unsigned int id = glCreateShader(type);
const char *src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int lenght;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &lenght);
char *message = (char *)malloc(lenght + sizeof(char));
glGetShaderInfoLog(id, lenght, &lenght, message);
cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << endl;
cout << message << endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const string &vertexShader, const string &fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main()
{
GLFWwindow *window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(1280, 720, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
{
cout << "Error!" << endl;
}
cout << glGetString(GL_VERSION) << endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
string vertexShader = ParseShader("Shaders/Vertex.glsl");
cout << "VERTEX:" << endl;
cout << vertexShader << endl;
string fragmentShader = ParseShader("Shaders/Fragment.glsl");
cout << "FRAGMENT:" << endl;
cout << fragmentShader << endl;
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}