Changeset fe70cd3 in opengl-game for game.cpp


Ignore:
Timestamp:
Jun 28, 2017, 3:12:16 AM (7 years ago)
Author:
Dmitry Portnoy <dmp1488@…>
Branches:
feature/imgui-sdl, master, points-test
Children:
4813066, 669c4e6
Parents:
92bc4fe
Message:

Update the build instructions for Linux

File:
1 edited

Legend:

Unmodified
Added
Removed
  • game.cpp

    r92bc4fe rfe70cd3  
    2222void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
    2323
     24GLint compileVertexShader(const GLchar**);
     25GLint compileFragmentShader(const GLchar**);
     26
     27GLint linkShaderProgram(initializer_list<GLint>);
     28
    2429const GLuint WIDTH = 800, HEIGHT = 600;
     30
     31// Shaders
     32const GLchar* vertexShaderSource = "#version 330 core\n"
     33   "layout (location = 0) in vec3 position;\n"
     34   "void main()\n"
     35   "{\n"
     36   "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
     37   "}\0";
     38const GLchar* fragmentShaderSource = "#version 330 core\n"
     39   "out vec4 color;\n"
     40   "void main()\n"
     41   "{\n"
     42   "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
     43   "}\n\0";
    2544
    2645int main(int argc, char* argv[]) {
     
    6887   glViewport(0, 0, width, height);
    6988
     89   GLint vertexShader = compileVertexShader(&vertexShaderSource);
     90   GLint fragmentShader = compileFragmentShader(&fragmentShaderSource);
     91
     92   GLint shaderProgram = linkShaderProgram({vertexShader, fragmentShader});
     93
     94   glDeleteShader(vertexShader);
     95   glDeleteShader(fragmentShader);
     96
     97   // Set up vertex data (and buffer(s)) and attribute pointers
     98   //GLfloat vertices[] = {
     99   //  // First triangle
     100   //   0.5f,  0.5f,  // Top Right
     101   //   0.5f, -0.5f,  // Bottom Right
     102   //  -0.5f,  0.5f,  // Top Left
     103   //  // Second triangle
     104   //   0.5f, -0.5f,  // Bottom Right
     105   //  -0.5f, -0.5f,  // Bottom Left
     106   //  -0.5f,  0.5f   // Top Left
     107   //};
     108   GLfloat vertices[] = {
     109       0.5f,  0.5f, 0.0f,  // Top Right
     110       0.5f, -0.5f, 0.0f,  // Bottom Right
     111      -0.5f,  0.5f, 0.0f,  // Top Left
     112       0.5f, -0.5f, 0.0f,  // Bottom Right
     113      -0.5f, -0.5f, 0.0f,  // Bottom Left
     114      -0.5f,  0.5f, 0.0f   // Top Left
     115   };
     116   GLuint indices[] = {  // Note that we start from 0!
     117      0, 1, 3,  // First Triangle
     118      1, 2, 3   // Second Triangle
     119   };
     120   GLuint VBO, VAO, EBO;
     121   glGenVertexArrays(1, &VAO);
     122   glGenBuffers(1, &VBO);
     123   //glGenBuffers(1, &EBO);
     124   // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
     125   glBindVertexArray(VAO);
     126
     127   glBindBuffer(GL_ARRAY_BUFFER, VBO);
     128   glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
     129
     130   //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
     131   //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
     132
     133   glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (GLvoid*)0);
     134   glEnableVertexAttribArray(0);
     135
     136   glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
     137
     138   glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO
     139
     140   // Uncommenting this call will result in wireframe polygons.
     141   //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
     142
    70143   // Game loop
    71144   while (!glfwWindowShouldClose(window)) {
     
    78151      glClear(GL_COLOR_BUFFER_BIT);
    79152
     153      // Draw our first triangle
     154      glUseProgram(shaderProgram);
     155      glBindVertexArray(VAO);
     156      glDrawArrays(GL_TRIANGLES, 0, 6);
     157      //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
     158      glBindVertexArray(0);
     159
    80160      // Swap the screen buffers
    81161      glfwSwapBuffers(window);
    82162   }
     163
     164   // Properly de-allocate all resources once they've outlived their purpose
     165   glDeleteVertexArrays(1, &VAO);
     166   glDeleteBuffers(1, &VBO);
     167   //glDeleteBuffers(1, &EBO);
    83168
    84169   glfwTerminate();
     
    92177      glfwSetWindowShouldClose(window, GL_TRUE);
    93178}
     179
     180GLint compileVertexShader(const GLchar** shaderSource) {
     181   GLint vertexShader = glCreateShader(GL_VERTEX_SHADER);
     182   glShaderSource(vertexShader, 1, shaderSource, NULL);
     183   glCompileShader(vertexShader);
     184
     185   // Check for compile time errors
     186   GLint success;
     187   GLchar infoLog[512];
     188   glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
     189   if (!success) {
     190      glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
     191      cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl << infoLog << endl;
     192   }
     193
     194   return vertexShader;
     195}
     196
     197GLint compileFragmentShader(const GLchar** shaderSource) {
     198   GLint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
     199   glShaderSource(fragmentShader, 1, shaderSource, NULL);
     200   glCompileShader(fragmentShader);
     201
     202   // Check for compile time errors
     203   GLint success;
     204   GLchar infoLog[512];
     205   glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
     206   if (!success) {
     207      glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
     208      cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl;
     209   }
     210
     211   return fragmentShader;
     212}
     213
     214GLint linkShaderProgram(initializer_list<GLint> shaders) {
     215   GLint shaderProgram = glCreateProgram();
     216
     217   for (auto shader : shaders) {
     218      glAttachShader(shaderProgram, shader);
     219   }
     220
     221   glLinkProgram(shaderProgram);
     222
     223   // Check for linking errors
     224   GLint success;
     225   GLchar infoLog[512];
     226   glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
     227   if (!success) {
     228      glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
     229      cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl;
     230   }
     231
     232   return shaderProgram;
     233}
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