163 lines
4.4 KiB
C++
163 lines
4.4 KiB
C++
#include <SDL.h>
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#include GLCXX_GL_INCLUDE
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#include <iostream>
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#include "glcxx.hpp"
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using namespace std;
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#define WIDTH 800
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#define HEIGHT 600
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shared_ptr<glcxx::Shader> vs;
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shared_ptr<glcxx::Shader> vs2;
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shared_ptr<glcxx::Shader> fs;
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shared_ptr<glcxx::Shader> fs2;
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shared_ptr<glcxx::Program> program;
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shared_ptr<glcxx::Program> program2;
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shared_ptr<glcxx::Buffer> buffer;
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shared_ptr<glcxx::Buffer> buffer2;
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shared_ptr<glcxx::Buffer> buffer3;
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bool init(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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try
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{
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vs = make_shared<glcxx::Shader>();
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vs2 = make_shared<glcxx::Shader>();
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fs = make_shared<glcxx::Shader>();
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fs2 = make_shared<glcxx::Shader>();
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program = make_shared<glcxx::Program>();
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program2 = make_shared<glcxx::Program>();
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buffer = make_shared<glcxx::Buffer>();
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buffer2 = make_shared<glcxx::Buffer>();
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buffer3 = make_shared<glcxx::Buffer>();
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vs->create_from_file(GL_VERTEX_SHADER, "test/vert.glsl");
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fs->create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl");
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program->create(vs, fs);
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// program->bind_attribute("position", 0);
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vs2->create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl");
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fs2->create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl");
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program2->create(vs2, fs2);
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// program2->bind_attribute("position", 0);
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// program2->bind_attribute("color", 1);
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GLfloat coords[] = {
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-0.5, -0.5,
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0.5, -0.5,
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0.5, 0.5,
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-0.5, 0.5,
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};
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buffer->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &coords, sizeof(coords));
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GLfloat coords2[] = {
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0.2, 0.2,
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0.9, 0.2,
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0.9, 0.9,
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};
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buffer2->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &coords2, sizeof(coords2));
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GLfloat colors[] = {
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1.0, 0.1, 0.1, 1.0,
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0.1, 1.0, 0.1, 1.0,
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0.1, 0.1, 1.0, 1.0,
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};
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buffer3->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &colors, sizeof(colors));
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}
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catch (glcxx::Error & e)
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{
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cerr << "glcxx error: " << e.what() << endl;
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return false;
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}
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return true;
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}
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnableVertexAttribArray(0);
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buffer->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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program->use();
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GLint uniform_location = program->get_uniform_location("color");
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glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glEnableVertexAttribArray(1);
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buffer2->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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buffer3->bind();
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
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program2->use();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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SDL_GL_SwapWindow(window);
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}
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int main(int argc, char *argv[])
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{
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if (SDL_Init(SDL_INIT_VIDEO))
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{
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printf("Failed to initialize SDL!\n");
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return 1;
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}
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atexit(SDL_Quit);
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SDL_Window * window = SDL_CreateWindow(argv[0],
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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WIDTH,
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HEIGHT,
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SDL_WINDOW_OPENGL);
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if (!window)
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{
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printf("Failed to create window!\n");
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SDL_Quit();
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return 2;
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}
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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if (gl_context == NULL)
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{
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cerr << "Failed to create OpenGL context" << endl;
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return 1;
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}
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SDL_GL_MakeCurrent(window, gl_context);
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if (gl3wInit())
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{
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cerr << "Failed to initialize gl3w!" << endl;
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return 1;
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}
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if (!gl3wIsSupported(3, 0))
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{
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cerr << "OpenGL 3.0 is not supported!" << endl;
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return 1;
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}
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if (!init())
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{
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return 1;
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}
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display(window);
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SDL_Event event;
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while (SDL_WaitEvent(&event))
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{
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if (event.type == SDL_QUIT)
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break;
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else if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.sym == SDLK_ESCAPE)
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break;
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if (event.key.keysym.sym == SDLK_RETURN)
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display(window);
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}
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}
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return 0;
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}
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