load and compile shaders
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4
template/f_shader.glsl
Normal file
4
template/f_shader.glsl
Normal file
@ -0,0 +1,4 @@
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void main(void)
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{
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}
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@ -1,14 +1,87 @@
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#define GL_GLEXT_PROTOTYPES
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#include <sys/stat.h>
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#include <SDL/SDL.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <iostream>
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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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GLuint vs, fs;
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void init(int width, int height)
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char * loadFile(const char *fname)
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{
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struct stat st;
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if (stat(fname, &st) != 0)
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return NULL;
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if (st.st_size <= 0)
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return NULL;
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char * buff = new char[st.st_size + 1];
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buff[st.st_size] = '\0';
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return buff;
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}
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char *getShaderLog(GLuint id)
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{
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GLint log_length;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0)
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{
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char *log = new char[log_length];
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glGetShaderInfoLog(id, log_length, &log_length, log);
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return log;
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}
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return NULL;
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}
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GLuint makeShader(GLenum shaderType, const char *fname)
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{
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GLuint id;
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const char *source;
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GLint status;
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id = glCreateShader(shaderType);
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if (id <= 0)
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{
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cerr << "Error creating shader object" << endl;
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goto out;
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}
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source = loadFile(fname);
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if (source == NULL)
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{
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fprintf(stderr, "Error reading file '%s'\n", fname);
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goto cleanup_shader;
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}
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glShaderSource(id, 1, &source, NULL);
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delete[] source;
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glCompileShader(id);
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glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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cerr << "Error compiling shader" << endl;
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char *log = getShaderLog(id);
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cerr << "Shader Log:" << endl << log << endl;
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delete[] log;
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goto cleanup_shader;
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}
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return id;
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cleanup_shader:
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glDeleteShader(id);
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out:
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return 0;
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}
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bool init(int width, int height)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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@ -19,6 +92,16 @@ void init(int width, int height)
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-1, 1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl");
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fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl");
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if (vs <= 0 || fs <= 0)
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{
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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(void)
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@ -47,7 +130,9 @@ int main(int argc, char *argv[])
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}
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SDL_WM_SetCaption(argv[0], argv[0]);
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init(WIDTH, HEIGHT);
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if (!init(WIDTH, HEIGHT))
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return 2;
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display();
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SDL_Event event;
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while (SDL_WaitEvent(&event))
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4
template/v_shader.glsl
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4
template/v_shader.glsl
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@ -0,0 +1,4 @@
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void main(void)
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{
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}
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