326 lines
9.7 KiB
C++
326 lines
9.7 KiB
C++
#include "glad/glad.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_error.h>
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#include <SDL2/SDL_video.h>
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_keycode.h>
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#include <cstdint>
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#include <cstdio>
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#include <string>
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#include <vector>
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#define WINDOW_WIDTH 1280
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#define WINDOW_HEIGHT 720
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enum exit_codes : int {
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EXIT_CODE_SUCCESS,
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EXIT_CODE_SDL_INIT_FAILED,
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EXIT_CODE_WINDOW_CREATION_FAILED,
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EXIT_CODE_OPENGL_CONTEXT_FAILED,
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EXIT_CODE_GLAD_LOADER_FAILED,
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};
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struct App {
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SDL_Window *window;
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SDL_GLContext context;
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SDL_Event event;
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// Defines the different attributes in the vertex data and how to access them.
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// Think of it as a specification or a C struct that defines the types of data stored for each
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// vertex.
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GLuint vao;
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// The buffer that contains all the vertex data
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// e.g. assume 3 vertices with position, colour and uv, the buffer would look like this
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// -----------------------------------------------------------------------------------
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// | position1 | colour1 | uv1 | position2 | colour2 | uv2 | position3 | colour3 | uv3 |
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// -----------------------------------------------------------------------------------
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GLuint vbo;
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// Holds the indices of the vertices that draw each triangle. Each triangle constitutes what
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// OpenGL refers to as element, hence the name Element Buffer Object
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GLuint ebo;
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float offset_modifier;
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// offset value passed to shaders as uniform
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float offset;
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// offset uniform index
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GLint u_offset_idx;
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GLuint shader_program;
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bool running;
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};
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int init (App &app);
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void create_vertex_spec (App &app);
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void create_graphics_pipeline(App &app);
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void run_main_loop (App &app);
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void cleanup (App &app);
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GLuint create_shader_program (const std::string &vertex_shader_source, const std::string &fragment_shader_source);
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GLuint compile_shader (GLuint type, const std::string &source);
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std::string load_shader (const std::string &filepath);
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int main() {
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App app = {};
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int result = init(app);
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if (result != EXIT_CODE_SUCCESS) {
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return result;
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}
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// Setup the geometry
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create_vertex_spec(app);
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// Setup graphics pipeline. At the very minimum creating vertex and fragment shaders
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create_graphics_pipeline(app);
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run_main_loop(app);
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cleanup(app);
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return EXIT_CODE_SUCCESS;
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}
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int init(App &app) {
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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fprintf(stderr, "Failed to initialise SDL: %s", SDL_GetError());
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return EXIT_CODE_SDL_INIT_FAILED;
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}
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uint32_t flags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI;
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app.window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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WINDOW_WIDTH, WINDOW_HEIGHT, flags);
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if (!app.window) {
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fprintf(stderr, "Failed to create window: %s", SDL_GetError());
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return EXIT_CODE_WINDOW_CREATION_FAILED;
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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app.context = SDL_GL_CreateContext(app.window);
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if (!app.context) {
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fprintf(stderr, "Failed to create OpenGL context: %s", SDL_GetError());
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return EXIT_CODE_OPENGL_CONTEXT_FAILED;
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}
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// Init GLAD
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if (!gladLoadGLLoader(SDL_GL_GetProcAddress)) {
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fprintf(stderr, "Failed to initialise glad");
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return EXIT_CODE_GLAD_LOADER_FAILED;
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}
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printf("%s\n%s\n%s\n%s\n",
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glGetString(GL_VENDOR),
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glGetString(GL_RENDERER),
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glGetString(GL_VERSION),
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glGetString(GL_SHADING_LANGUAGE_VERSION)
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);
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app.offset_modifier = 0.02f;
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return EXIT_CODE_SUCCESS;
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}
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void create_vertex_spec(App &app) {
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const std::vector<GLfloat> vertices = {
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// vert0
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-0.5f, -0.5f, 0.0f, // position
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1.0f, 0.0f, 0.0f, // colour
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// vert1
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0.5f, -0.5f, 0.0f, // position
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0.0f, 1.0f, 0.0f, // colour
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// vert2
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-0.5f, 0.5f, 0.0f, // position
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0.0f, 0.0f, 1.0f, // colour
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// vert3
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0.5f, 0.5f, 0.0f, // position
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1.0f, 1.0f, 0.0f, // colour
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};
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const std::vector<GLuint> indices = {
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// first triangle
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0, 1, 2,
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// second triangle
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2, 1, 3,
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};
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// Create and activate the VAO
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glGenVertexArrays(1, &app.vao);
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glBindVertexArray(app.vao);
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// Create and set up the VBO
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glGenBuffers(1, &app.vbo);
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glBindBuffer(GL_ARRAY_BUFFER, app.vbo);
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glBufferData(GL_ARRAY_BUFFER,
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vertices.size() * sizeof(GLfloat),
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(void *)vertices.data(),
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GL_STATIC_DRAW
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);
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// Create and set up the EBO
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glGenBuffers(1, &app.ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, app.ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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indices.size() * sizeof(GLuint),
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(void *)indices.data(),
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GL_STATIC_DRAW
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);
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GLsizei vertex_stride = 6 * sizeof(GLfloat);
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GLvoid *position_start_offset = (void *)0;
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GLvoid *colour_start_offset = (void *)(3 * sizeof(GLfloat));
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// Defines the vertex attributes and their indices. This defines the attribute for the currently
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// bound VAO
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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// Defines the number of components for the attribute, its type, the stride between the component
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// for each vertex and the offset of the first instance of the component in the buffer
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertex_stride, position_start_offset);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertex_stride, colour_start_offset);
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// Cleanup.
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// The order matters. Unbind VAO first then disable the attributes. If you do it the
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// other way around, the VAO will store that the attributes are disabled and nothing will be
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// drawn during the rendering stage
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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}
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void create_graphics_pipeline(App &app) {
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const std::string vs_source = load_shader("shaders/vert.glsl");
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const std::string fs_source = load_shader("shaders/frag.glsl");
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app.shader_program = create_shader_program(vs_source, fs_source);
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const char *u_offset = "u_offset";
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app.u_offset_idx = glGetUniformLocation(app.shader_program, u_offset);
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if (app.u_offset_idx < 0) {
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printf("Can't find uniform %s", u_offset);
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}
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}
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void run_main_loop(App &app) {
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app.running = true;
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while (app.running) {
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while (SDL_PollEvent(&app.event)) {
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switch (app.event.type) {
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case SDL_QUIT:
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app.running = false;
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break;
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case SDL_KEYDOWN:
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if (app.event.key.keysym.sym == SDLK_UP) {
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app.offset += app.offset_modifier;
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} else if (app.event.key.keysym.sym == SDLK_DOWN) {
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app.offset -= app.offset_modifier;
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}
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}
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}
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// Pre draw setup
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glViewport (0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glClearColor(0.36f, 0.34f, 0.42f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glUseProgram(app.shader_program);
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if (app.u_offset_idx >= 0) {
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glUniform1f(app.u_offset_idx, app.offset);
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}
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// End pre draw setup
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// Draw call
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glBindVertexArray(app.vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *)0);
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// End draw call
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// Not necessary if we only have one shader program
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glUseProgram(0);
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SDL_GL_SwapWindow(app.window);
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}
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}
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void cleanup(App &app) {
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SDL_GL_DeleteContext(app.context);
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SDL_DestroyWindow(app.window);
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SDL_Quit();
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}
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GLuint create_shader_program(const std::string &vertex_shader_source, const std::string &fragment_shader_source) {
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GLuint shader_program = glCreateProgram();
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GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_source);
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GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram (shader_program);
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GLint link_status;
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glGetProgramiv(shader_program, GL_LINK_STATUS, &link_status);
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if (link_status != GL_TRUE) {
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GLsizei log_length = 0;
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GLchar message[1024];
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glGetProgramInfoLog(shader_program, 1024, &log_length, message);
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fprintf(stderr, "Failed to link program: %s\n", message);
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}
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// Validate the shader_program
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glValidateProgram(shader_program);
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GLint validation_status;
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glGetProgramiv(shader_program, GL_VALIDATE_STATUS, &validation_status);
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if (validation_status != GL_TRUE) {
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GLsizei log_length = 0;
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GLchar message[1024];
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glGetProgramInfoLog(shader_program, 1024, &log_length, message);
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fprintf(stderr, "Failed to validate program: %s\n", message);
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}
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return shader_program;
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}
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GLuint compile_shader(GLuint type, const std::string &source) {
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GLuint shader = glCreateShader(type);
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const char *shader_source = source.c_str();
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glShaderSource (shader, 1, &shader_source, NULL);
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glCompileShader(shader);
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GLint compile_status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
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if (compile_status != GL_TRUE) {
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GLsizei log_length = 0;
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GLchar message[1024];
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glGetShaderInfoLog(shader, 1024, &log_length, message);
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fprintf(stderr, "Failed to compile shader: %s\n", message);
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}
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return shader;
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}
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std::string load_shader(const std::string &filepath) {
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FILE *fp = fopen(filepath.c_str(), "r");
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if (!fp) {
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return "";
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}
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std::string output = {};
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char buf[1024] = {0};
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while (fgets(buf, sizeof(buf), fp)) {
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output += buf;
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}
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return output;
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}
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