Changes in new-game.cpp [772d8c7:ec4456b] in opengl-game


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  • new-game.cpp

    r772d8c7 rec4456b  
    66#include <cstdio>
    77#include <iostream>
     8#include <fstream>
    89
    910using namespace std;
    1011
    11 const bool FULLSCREEN = true;
     12GLuint loadShader(GLenum type, string file);
     13
     14const bool FULLSCREEN = false;
    1215
    1316void glfw_error_callback(int error, const char* description) {
     
    3841   GLFWwindow* window = NULL;
    3942
     43   int width = 640;
     44   int height = 480;
     45
    4046   if (FULLSCREEN) {
    4147      GLFWmonitor* mon = glfwGetPrimaryMonitor();
    4248      const GLFWvidmode* vmode = glfwGetVideoMode(mon);
     49
     50      cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
    4351      window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
     52
     53      width = vmode->width;
     54      height = vmode->height;
    4455   } else {
    45       window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
     56      window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
    4657   }
    4758
     
    5465   glewExperimental = GL_TRUE;
    5566   glewInit();
     67
     68   // glViewport(0, 0, width*2, height*2);
    5669
    5770   const GLubyte* renderer = glGetString(GL_RENDERER);
     
    8093   glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    8194
    82    const char* vertex_shader =
    83    "#version 410\n"
    84    "in vec3 vp;"
    85    "void main() {"
    86    "   gl_Position = vec4(vp, 1.0);"
    87    "}";
     95   //string vertexShaderString = loadShader();
    8896
    89    GLuint vs = glCreateShader(GL_VERTEX_SHADER);
    90    glShaderSource(vs, 1, &vertex_shader, NULL);
    91    glCompileShader(vs);
    92 
    93    const char* fragment_shader =
    94    "#version 410\n"
    95    "out vec4 frag_color;"
    96    "void main() {"
    97    "   frag_color = vec4(0.5, 0.0, 0.5, 1.0);"
    98    "}";
    99 
    100    GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
    101    glShaderSource(fs, 1, &fragment_shader, NULL);
    102    glCompileShader(fs);
     97   GLuint vs = loadShader(GL_VERTEX_SHADER, "./test.vert");
     98   GLuint fs = loadShader(GL_FRAGMENT_SHADER, "./test.frag");
    10399
    104100   GLuint shader_program = glCreateProgram();
     
    124120   return 0;
    125121}
     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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