Draw first triangle

This commit is contained in:
Abdelrahman Said 2024-09-30 00:12:06 +01:00
parent 1a60a9fc93
commit 579d8c3b1a

213
src/main.cc Normal file
View File

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// GLAD
#include "glad/glad.h"
// GLM
#define GLM_ENABLE_EXPERIMENTAL
#include "glm/ext/matrix_transform.hpp"
#include "glm/ext/vector_float3.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "glm/trigonometric.hpp"
#include "glm/gtx/rotate_vector.hpp"
#include "glm/gtx/string_cast.hpp"
// SDL
#include <SDL2/SDL.h>
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_keycode.h>
// STDLIB
#include <cstdint>
#include <cstdio>
#include <cmath>
#include <string>
#include <vector>
#define WINDOW_WIDTH 1280
#define WINDOW_HEIGHT 720
#define WINDOW_HALF_WIDTH 640
#define WINDOW_HALF_HEIGHT 360
enum exit_codes : int {
EXIT_CODE_SUCCESS,
EXIT_CODE_SDL_INIT_FAILED,
EXIT_CODE_WINDOW_CREATION_FAILED,
EXIT_CODE_OPENGL_CONTEXT_FAILED,
EXIT_CODE_GLAD_LOADER_FAILED,
};
std::string load_shader(const std::string &filepath);
int main() {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
return EXIT_CODE_SDL_INIT_FAILED;
}
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_Window *window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
return EXIT_CODE_WINDOW_CREATION_FAILED;
}
SDL_GLContext context = SDL_GL_CreateContext(window);
if (!context) {
return EXIT_CODE_OPENGL_CONTEXT_FAILED;
}
if (gladLoadGLLoader(SDL_GL_GetProcAddress) == 0) {
return EXIT_CODE_GLAD_LOADER_FAILED;
}
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
std::vector<GLfloat> vertices = {
-0.5f, -0.5f, 0.0f, // position
1.0f, 0.0f, 0.0f, // colour
0.5f, -0.5f, 0.0f, // position
0.0f, 0.0f, 1.0f, // colour
0.0f, 0.5f, 0.0f, // position
0.0f, 1.0f, 0.0f, // colour
};
std::vector<GLuint> indices = {0, 1, 2};
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
std::string vs_shader = load_shader("shaders/vert.glsl");
const char *vs_source = vs_shader.c_str();
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vs_source, NULL);
glCompileShader(vs);
GLint vs_compiled;
glGetShaderiv(vs, GL_COMPILE_STATUS, &vs_compiled);
if (vs_compiled != GL_TRUE)
{
GLsizei log_length = 0;
GLchar message[1024];
glGetShaderInfoLog(vs, 1024, &log_length, message);
printf("Failed to compile vertex shader: %s\n", message);
}
std::string fs_shader = load_shader("shaders/frag.glsl");
const char *fs_source = fs_shader.c_str();
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fs_source, NULL);
glCompileShader(fs);
GLint fs_compiled;
glGetShaderiv(fs, GL_COMPILE_STATUS, &fs_compiled);
if (fs_compiled != GL_TRUE)
{
GLsizei log_length = 0;
GLchar message[1024];
glGetShaderInfoLog(fs, 1024, &log_length, message);
printf("Failed to compile fragment shader: %s\n", message);
}
GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
GLint program_linked;
glGetProgramiv(program, GL_LINK_STATUS, &program_linked);
if (program_linked != GL_TRUE)
{
GLsizei log_length = 0;
GLchar message[1024];
glGetProgramInfoLog(program, 1024, &log_length, message);
printf("Failed to link program: %s\n", message);
}
glDeleteShader(vs);
glDeleteShader(fs);
bool running = true;
SDL_Event event = {};
while (running) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
running = false;
}
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
SDL_Window *wnd = SDL_GetWindowFromID(event.window.windowID);
if (!wnd) {
continue;
}
int w, h;
SDL_GL_GetDrawableSize(wnd, &w, &h);
glViewport(0, 0, w, h);
}
break;
}
}
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_CODE_SUCCESS;
}
std::string load_shader(const std::string &filepath) {
FILE *fp = fopen(filepath.c_str(), "r");
if (!fp) {
return "";
}
std::string output = {};
char buf[1024] = {0};
while (fgets(buf, sizeof(buf), fp)) {
output += buf;
}
return output;
}