- use better variable names - group code for individual drawn features together
158 lines
4.5 KiB
C++
158 lines
4.5 KiB
C++
#include <SDL.h>
|
|
#include GLCXX_GL_INCLUDE
|
|
#include <iostream>
|
|
#include "glcxx.hpp"
|
|
|
|
using namespace std;
|
|
|
|
#define WIDTH 800
|
|
#define HEIGHT 600
|
|
|
|
shared_ptr<glcxx::Array> quad_array;
|
|
shared_ptr<glcxx::Program> quad_program;
|
|
shared_ptr<glcxx::Buffer> quad_geom_buffer;
|
|
|
|
shared_ptr<glcxx::Array> triangle_array;
|
|
shared_ptr<glcxx::Program> triangle_program;
|
|
shared_ptr<glcxx::Buffer> triangle_geom_buffer;
|
|
shared_ptr<glcxx::Buffer> triangle_color_buffer;
|
|
|
|
bool init(void)
|
|
{
|
|
glClearColor (0.0, 0.0, 0.0, 0.0);
|
|
try
|
|
{
|
|
quad_geom_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
|
|
{-0.5, -0.5,
|
|
0.5, -0.5,
|
|
0.5, 0.5,
|
|
-0.5, 0.5});
|
|
|
|
quad_array = make_shared<glcxx::Array>();
|
|
|
|
quad_array->bind();
|
|
glEnableVertexAttribArray(0);
|
|
quad_geom_buffer->bind();
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
|
|
|
|
quad_program = glcxx::Program::create(
|
|
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert.glsl"),
|
|
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl"),
|
|
"position", 0);
|
|
|
|
|
|
triangle_geom_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
|
|
{0.2, 0.2,
|
|
0.9, 0.2,
|
|
0.9, 0.9});
|
|
triangle_color_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
|
|
{1.0, 0.1, 0.1, 1.0,
|
|
0.1, 1.0, 0.1, 1.0,
|
|
0.1, 0.1, 1.0, 1.0});
|
|
|
|
triangle_array = make_shared<glcxx::Array>();
|
|
|
|
triangle_array->bind();
|
|
glEnableVertexAttribArray(0);
|
|
glEnableVertexAttribArray(1);
|
|
triangle_geom_buffer->bind();
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
|
|
triangle_color_buffer->bind();
|
|
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
|
|
|
|
triangle_program = glcxx::Program::create(
|
|
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl"),
|
|
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl"),
|
|
"position", 0,
|
|
"color", 1);
|
|
}
|
|
catch (glcxx::Error & e)
|
|
{
|
|
cerr << "glcxx error: " << e.what() << endl;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void display(SDL_Window * window)
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
quad_array->bind();
|
|
quad_program->use();
|
|
GLint uniform_location = quad_program->get_uniform_location("color");
|
|
glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
triangle_array->bind();
|
|
triangle_program->use();
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
|
|
|
|
SDL_GL_SwapWindow(window);
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
if (SDL_Init(SDL_INIT_VIDEO))
|
|
{
|
|
printf("Failed to initialize SDL!\n");
|
|
return 1;
|
|
}
|
|
|
|
atexit(SDL_Quit);
|
|
|
|
SDL_Window * window = SDL_CreateWindow(argv[0],
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
WIDTH,
|
|
HEIGHT,
|
|
SDL_WINDOW_OPENGL);
|
|
if (!window)
|
|
{
|
|
printf("Failed to create window!\n");
|
|
SDL_Quit();
|
|
return 2;
|
|
}
|
|
|
|
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
|
if (gl_context == NULL)
|
|
{
|
|
cerr << "Failed to create OpenGL context" << endl;
|
|
return 1;
|
|
}
|
|
SDL_GL_MakeCurrent(window, gl_context);
|
|
|
|
if (gl3wInit())
|
|
{
|
|
cerr << "Failed to initialize gl3w!" << endl;
|
|
return 1;
|
|
}
|
|
if (!gl3wIsSupported(3, 0))
|
|
{
|
|
cerr << "OpenGL 3.0 is not supported!" << endl;
|
|
return 1;
|
|
}
|
|
|
|
if (!init())
|
|
{
|
|
return 1;
|
|
}
|
|
display(window);
|
|
|
|
SDL_Event event;
|
|
while (SDL_WaitEvent(&event))
|
|
{
|
|
if (event.type == SDL_QUIT)
|
|
break;
|
|
else if (event.type == SDL_KEYDOWN)
|
|
{
|
|
if (event.key.keysym.sym == SDLK_ESCAPE)
|
|
break;
|
|
if (event.key.keysym.sym == SDLK_RETURN)
|
|
display(window);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|