source: opengl-game/new-game.cpp@ ec4456b

feature/imgui-sdl points-test
Last change on this file since ec4456b was ec4456b, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 7 years ago

Add fullscreen and anti-aliasing support and some more logging

  • Property mode set to 100644
File size: 3.8 KB
RevLine 
[22b2c37]1#include "logger.h"
[5272b6b]2
3#include <GL/glew.h>
4#include <GLFW/glfw3.h>
5
[22b2c37]6#include <cstdio>
7#include <iostream>
[ec4456b]8#include <fstream>
[22b2c37]9
[5272b6b]10using namespace std;
11
[ec4456b]12GLuint loadShader(GLenum type, string file);
13
14const bool FULLSCREEN = false;
15
16void glfw_error_callback(int error, const char* description) {
17 gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
18}
19
[5272b6b]20int main(int argc, char* argv[]) {
21 cout << "New OpenGL Game" << endl;
22
[ec4456b]23 if (!restart_gl_log()) {}
24 gl_log("starting GLFW\n%s\n", glfwGetVersionString());
[22b2c37]25
[ec4456b]26 glfwSetErrorCallback(glfw_error_callback);
[5272b6b]27 if (!glfwInit()) {
28 fprintf(stderr, "ERROR: could not start GLFW3\n");
29 return 1;
[be246ad]30 }
31
32#ifdef __APPLE__
33 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
34 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
35 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
36 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
37#endif
[5272b6b]38
[ec4456b]39 glfwWindowHint(GLFW_SAMPLES, 4);
40
41 GLFWwindow* window = NULL;
42
43 int width = 640;
44 int height = 480;
45
46 if (FULLSCREEN) {
47 GLFWmonitor* mon = glfwGetPrimaryMonitor();
48 const GLFWvidmode* vmode = glfwGetVideoMode(mon);
49
50 cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
51 window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
52
53 width = vmode->width;
54 height = vmode->height;
55 } else {
56 window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
57 }
58
[5272b6b]59 if (!window) {
60 fprintf(stderr, "ERROR: could not open window with GLFW3\n");
61 glfwTerminate();
62 return 1;
63 }
[644a2e4]64 glfwMakeContextCurrent(window);
[5272b6b]65 glewExperimental = GL_TRUE;
66 glewInit();
67
[ec4456b]68 // glViewport(0, 0, width*2, height*2);
69
[5272b6b]70 const GLubyte* renderer = glGetString(GL_RENDERER);
71 const GLubyte* version = glGetString(GL_VERSION);
72 printf("Renderer: %s\n", renderer);
73 printf("OpenGL version supported %s\n", version);
74 glEnable(GL_DEPTH_TEST);
75 glDepthFunc(GL_LESS);
[516668e]76
77 GLfloat points[] = {
78 0.0f, 0.5f, 0.0f,
79 0.5f, -0.5f, 0.0f,
80 -0.5f, -0.5f, 0.0f,
81 };
82
83 GLuint vbo = 0;
84 glGenBuffers(1, &vbo);
85 glBindBuffer(GL_ARRAY_BUFFER, vbo);
86 glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
87
[644a2e4]88 GLuint vao = 0;
[516668e]89 glGenVertexArrays(1, &vao);
90 glBindVertexArray(vao);
91 glEnableVertexAttribArray(0);
92 glBindBuffer(GL_ARRAY_BUFFER, vbo);
93 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
94
[ec4456b]95 //string vertexShaderString = loadShader();
[644a2e4]96
[ec4456b]97 GLuint vs = loadShader(GL_VERTEX_SHADER, "./test.vert");
98 GLuint fs = loadShader(GL_FRAGMENT_SHADER, "./test.frag");
[644a2e4]99
100 GLuint shader_program = glCreateProgram();
101 glAttachShader(shader_program, vs);
102 glAttachShader(shader_program, fs);
103 glLinkProgram(shader_program);
104
105 while (!glfwWindowShouldClose(window)) {
106 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
107 glUseProgram(shader_program);
108 glBindVertexArray(vao);
109 glDrawArrays(GL_TRIANGLES, 0, 3);
[ec4456b]110
[644a2e4]111 glfwPollEvents();
112 glfwSwapBuffers(window);
[ec4456b]113
114 if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
115 glfwSetWindowShouldClose(window, 1);
116 }
[644a2e4]117 }
118
[5272b6b]119 glfwTerminate();
120 return 0;
121}
[ec4456b]122
123GLuint loadShader(GLenum type, string file) {
124 cout << "Loading shader from file " << file << endl;
125
126 ifstream shaderFile(file);
127 GLuint shaderId = 0;
128
129 if (shaderFile.is_open()) {
130 string line, shaderString;
131
132 while(getline(shaderFile, line)) {
133 shaderString += line + "\n";
134 }
135 shaderFile.close();
136 const char* shaderCString = shaderString.c_str();
137
138 shaderId = glCreateShader(type);
139 glShaderSource(shaderId, 1, &shaderCString, NULL);
140 glCompileShader(shaderId);
141
142 cout << "Loaded successfully" << endl;
143 } else {
144 cout << "Failed to loade the file" << endl;
145 }
146
147 return shaderId;
148}
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