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program1.cpp
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#include <iostream>
#include <fstream>
#include <sstream>
#include <cassert>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <SOIL.h>
class Program {
public:
Program(const std::string& vertexPath, const std::string& fragmentPath) {
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::string vertexCode,fragmentCode;
vShaderFile.exceptions (std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::badbit);
try
{
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vertex_source = vertexCode.c_str();
const GLchar* fragment_source = fragmentCode.c_str();
std::cout << "HELLO : " << fragmentCode << std::endl;
GLuint vertexshader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexshader, 1, &vertex_source, NULL);
glCompileShader(vertexshader);
assert(isCompileSuccess(vertexshader));
GLuint fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentshader, 1, &fragment_source, NULL);
glCompileShader(fragmentshader);
assert(isCompileSuccess(fragmentshader));
shader_program_ = glCreateProgram();
glAttachShader(shader_program_, vertexshader);
glAttachShader(shader_program_, fragmentshader);
glLinkProgram(shader_program_);
assert(isLinkSuccess(shader_program_));
glDeleteShader(vertexshader);
glDeleteShader(fragmentshader);
}
void Use() {
glUseProgram(shader_program_);
}
private:
GLuint shader_program_;
bool isCompileSuccess(GLuint shader) {
GLint success;
GLchar info[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 512, NULL, info);
std::cout << "SHADER COMIPLE ERROR : " << info << std::endl;
return false;
}
return true;
}
bool isLinkSuccess(GLuint program) {
GLint success;
GLchar info[512];
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, 512, NULL, info);
std::cout << "PROGRAM LINK ERROR : " << info << std::endl;
return false;
}
return true;
}
};
GLuint CreateVAO() {
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Left
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
GLuint vbo1, vao1, ebo1;
glGenBuffers(1, &vbo1);
glGenVertexArrays(1, &vao1);
// vao setup and binding
glBindVertexArray(vao1);
glBindBuffer(GL_ARRAY_BUFFER, vbo1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo1);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8* sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8* sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8* sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return vao1;
}
class GLFWRunner {
public:
void Init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
}
void Terminate() {
glfwTerminate();
}
GLFWwindow* CreateWindow() {
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpengl", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to create glfw window" << std::endl;
return nullptr;
}
}
void InitWindow(GLFWwindow* win) {
int height, width;
glfwGetFramebufferSize(win, &width, &height);
glViewport(0, 0, width, height);
glfwSetKeyCallback(win, key_callback);
}
void MakeCurrent(GLFWwindow* window) {
glfwMakeContextCurrent(window);
}
void Run(GLFWwindow* window, Program& shader_program, GLuint vao, GLuint tid) {
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// opengl rendering
glBindTexture(GL_TEXTURE_2D, tid);
shader_program.Use();
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0,6);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
// second traingle
glBindVertexArray(0);
glfwSwapBuffers(window);
}
}
private:
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
};
GLuint CreateTexture() {
int width, height;
unsigned char* image = SOIL_load_image("../wall.jpg", &width, &height, 0, SOIL_LOAD_RGB);
GLuint tid;
glGenTextures(1, &tid);
glBindTexture(GL_TEXTURE_2D, tid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT (usually basic wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);
return tid;
}
int main(int argc, char* argv[]) {
GLFWRunner glfw;
glfw.Init();
GLFWwindow* window = glfw.CreateWindow();
glfw.InitWindow(window);
glfw.MakeCurrent(window);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (err != GLEW_OK) {
std::cout << "Failed to init glew " << std::endl;
std::cout << glewGetErrorString(err) << std::endl;
}
GLuint vao = CreateVAO();
GLuint tid = CreateTexture();
Program shader_program("../vertexshader.vs", "../fragmentshader.frag");
glfw.Run(window, shader_program, vao, tid);
glfw.Terminate();
return 0;
}