
main.cpp
#include <GL/glew.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <fstream>
#include <string>
#include <sstream>
#define ASSERT(x) if (!(x)) __debugbreak();
#define GLCall(x) GLClearError();\
x;\
ASSERT(GLLogCall(#x, __FILE__, __LINE__))
static void GLClearError()
{
while (glGetError() != GL_NO_ERROR);
}
static void GLCheckError()
{
while (GLenum error = glGetError())
{
std::cout << "[OpenGL Error](" << error << ")" << std::endl;
}
}
static bool GLLogCall(const char* function, const char* file, int line)
{
while (GLenum error = glGetError())
{
std::cout << "[OpenGL Error] ( " << error << ")" << std::endl;
std::cout << function << " " << file << " : " << line << std::endl;
return false;
}
return true;
}
struct ShaderProgramSource
{
std::string VertexSource;
std::string FragmentSource;
};
static ShaderProgramSource ParseShader(const std::string& filepath)
{
enum class ShaderType {
None = -1, Vertex = 0, Fragment = 1
};
std::ifstream stream(filepath);
std::stringstream ss[2];
ShaderType type = ShaderType::None;
std::string line;
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos)
{
if (line.find("vertex") != std::string::npos)
{
type = ShaderType::Vertex;
}
else if (line.find("fragment") != std::string::npos)
{
type = ShaderType::Fragment;
}
}
else
{
ss[(int)type] << line << "\n";
}
}
return { ss[0].str(), ss[1].str() };
}
static unsigned int CompileShader(unsigned int type, const std::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 length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile the " <<
(type == GL_VERTEX_SHADER ? "vertex" : "fragment") <<
"shader" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string & vertexShader, const std::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(void)
{
GLFWwindow* window;
if (!glfwInit())
return -1;
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
if (glewInit() != GLEW_OK) {
std::cout << "Error!" << std::endl;
}
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[] = {
-0.5f, -0.5f,
0.5f, -0.5f,
0.5f, 0.5f,
-0.5f, 0.5f,
};
unsigned int indices[] = {
0, 1, 2,
2, 3, 0
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (const void*)(0));
unsigned int ibo;
GLCall(glGenBuffers(1, &ibo));
GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo));
GLCall(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 6, indices, GL_STATIC_DRAW));
GLCall(ShaderProgramSource sps = ParseShader("Basic.shader"));
std::string vertexShader = sps.VertexSource;
std::cout << " ***Vertex***" << std::endl << vertexShader << std::endl;
std::string fragmentShader = sps.FragmentSource;
std::cout << " ***Fragment***" << std::endl << fragmentShader << std::endl;
GLCall(unsigned int shader = CreateShader(vertexShader, fragmentShader));
GLCall(glUseProgram(shader));
GLCall(int location = glGetUniformLocation(shader, "u_Color"));
ASSERT(location != -1);
GLCall(glUniform4f(location, 0.8f, 0.3f, 0.8f, 1.0f));
float r = 0.0f;
float increment = 0.05f;
while (!glfwWindowShouldClose(window))
{
GLCall(glClear(GL_COLOR_BUFFER_BIT));
GLCall(glUniform4f(location, r, 0.3f, 0.8f, 1.0f));
GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr));
if (r > 1.0f)
{
increment = -0.05f;
}
else if (r < 0.0f)
{
increment = 0.05f;
}
r += increment;
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
Basic.shader
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
layout(location = 0) out vec4 color;
uniform vec4 u_Color;
void main()
{
color = u_Color;
}