glcxx/test/test.cpp

121 lines
2.9 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::Shader> vs;
shared_ptr<glcxx::Shader> fs;
shared_ptr<glcxx::Program> program;
shared_ptr<glcxx::Buffer> buffer;
bool init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
try
{
vs = make_shared<glcxx::Shader>();
fs = make_shared<glcxx::Shader>();
program = make_shared<glcxx::Program>();
buffer = make_shared<glcxx::Buffer>();
vs->create_from_file(GL_VERTEX_SHADER, "test/vert.glsl");
fs->create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl");
program->create(vs, fs);
GLfloat coords[] = {
-0.5, -0.5,
0.5, -0.5,
0.5, 0.5,
-0.5, 0.5
};
buffer->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &coords, sizeof(coords));
}
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);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
program->use();
GLint uniform_location = program->get_uniform_location("color");
glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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;
}