forked from drahosp/ppgso
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgl_gradient.cpp
169 lines (142 loc) · 5.77 KB
/
gl_gradient.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
// The not so short but relatively simple re-creation of raw_gradient in OpenGL 3
// Instead of relying on a file output this example opens up a GLFW window
// GLEW makes sure we have access to OpenGL functionality on runtime
#include <iostream>
#include <vector>
#include <string>
#include <fstream>
// OpenGL related libraries
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const unsigned int SIZE = 512;
// Load a vertex and fragment shader code and produce an OpenGL shader program
// This function will also print out status of the compilation and possible errors
GLuint ShaderProgram(const std::string &vertex_shader_file, const std::string &fragment_shader_file) {
// Create shaders
auto vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
auto fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
auto result = GL_FALSE;
auto info_length = 0;
// Load shader code
std::ifstream vertex_shader_stream(vertex_shader_file);
std::string vertex_shader_code((std::istreambuf_iterator<char>(vertex_shader_stream)), std::istreambuf_iterator<char>());
std::ifstream fragment_shader_stream(fragment_shader_file);
std::string fragment_shader_code((std::istreambuf_iterator<char>(fragment_shader_stream)), std::istreambuf_iterator<char>());
// Compile vertex shader
std::cout << "Compiling Vertex Shader ..." << std::endl;
auto vertex_shader_code_ptr = vertex_shader_code.c_str();
glShaderSource(vertex_shader_id, 1, &vertex_shader_code_ptr, NULL);
glCompileShader(vertex_shader_id);
// Check vertex shader log
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_length);
std::string vertex_shader_log((unsigned int)info_length, ' ');
glGetShaderInfoLog(vertex_shader_id, info_length, NULL, &vertex_shader_log[0]);
std::cout << vertex_shader_log << std::endl;
}
// Compile fragment shader
std::cout << "Compiling Fragment Shader ..." << std::endl;
auto fragment_shader_code_ptr = fragment_shader_code.c_str();
glShaderSource(fragment_shader_id, 1, &fragment_shader_code_ptr, NULL);
glCompileShader(fragment_shader_id);
// Check fragment shader log
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_length);
std::string fragment_shader_log((unsigned long)info_length, ' ');
glGetShaderInfoLog(fragment_shader_id, info_length, NULL, &fragment_shader_log[0]);
std::cout << fragment_shader_log << std::endl;
}
// Create and link the program
std::cout << "Linking Shader Program ..." << std::endl;
auto program_id = glCreateProgram();
glAttachShader(program_id, vertex_shader_id);
glAttachShader(program_id, fragment_shader_id);
glBindFragDataLocation(program_id, 0, "FragmentColor");
glLinkProgram(program_id);
// Check program log
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
if (result == GL_FALSE) {
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_length);
std::string program_log((unsigned long)info_length, ' ');
glGetProgramInfoLog(program_id, info_length, NULL, &program_log[0]);
std::cout << program_log << std::endl;
}
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
return program_id;
}
int main() {
// Initialize GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW!" << std::endl;
return EXIT_FAILURE;
}
// Setup OpenGL context
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Try to create a window
auto window = glfwCreateWindow( SIZE, SIZE, "OpenGL", NULL, NULL);
if (window == NULL) {
std::cerr << "Failed to open GLFW window, your graphics card is probably only capable of OpenGL 2.1" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
// Finalize window setup
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = GL_TRUE;
glewInit();
if (!glewIsSupported("GL_VERSION_3_3")) {
std::cerr << "Failed to initialize GLEW with OpenGL 3.3!" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
// Load shaders
auto program_id = ShaderProgram("gl_gradient.vert", "gl_gradient.frag");
// Setup geometry
std::vector<GLfloat> vertex_buffer{
// x, y
1.0f, 1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
-1.0f, -1.0f
};
// Generate a vertex array object
// This keeps track of what attributes are associated with buffers
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Generate a vertex buffer object, this will feed data to the vertex shader
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertex_buffer.size() * sizeof(GLfloat), vertex_buffer.data(), GL_STATIC_DRAW);
// Setup vertex array lookup, this tells the shader how to pick data for the "Position" input
auto position_attrib = glGetAttribLocation(program_id, "Position");
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(position_attrib);
// Main execution loop
while (!glfwWindowShouldClose(window) ) {
// Set gray background
glClearColor(.5,.5,.5,0);
// Clear depth and color buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw triangles using the program
glUseProgram(program_id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Display result
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up
glDeleteProgram(program_id);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glfwTerminate();
return EXIT_SUCCESS;
}