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@a10y
Last active May 19, 2016 21:13
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OpenGL Odd Row Fragment Shader
#include <iostream>
#include <stdio.h>
//This is nice: http://stackoverflow.com/questions/3907818/opengl-headers-for-os-x-linux
//OS X headers
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
//Windows Headers
#ifdef _WIN32
#include <windows.h>
#endif
//Regular Linux Headers
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#endif
void DrawGLScene(){
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Draw some points
glBegin(GL_TRIANGLES);
glColor3f(0.1, 0.2, 0.3);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(0, 1, 0);
glEnd();
glFlush();
glutSwapBuffers();
}
void Shading(){
//Fragment shader we want to use
GLuint oddRowShaderId = glCreateShader(GL_FRAGMENT_SHADER);
std::cout << "Creating the fragment shader with id " << oddRowShaderId << std::endl;
const GLchar *source =
"void main(){ \n"
" if (mod(gl_FragCoord.y-0.5, 2.0) == 0.0){\n"
" gl_FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
" }\n"
"}\n\n";
std::cout << "Shader source:\n" << source << std::endl;
std::cout << "Gathering shader source code" << std::endl;
glShaderSource(oddRowShaderId, 1, &source, NULL);
std::cout << "Compiling the shader" << std::endl;
glCompileShader(oddRowShaderId);
GLint params;
glGetShaderiv(oddRowShaderId, GL_COMPILE_STATUS, &params);
if(params){
std::cout << "Compiled Successfully" << std::endl;
} else {
std::cout << "Errors compiling" << std::endl;
GLchar infoLog[256];
int infoLogLength = 0;
glGetShaderInfoLog(oddRowShaderId, 256, &infoLogLength, infoLog);
std::cout << "Info Log: " << std::endl << infoLog << std::endl;
}
std::cout << "Creating new glCreateProgram() program" << std::endl;
GLuint shaderProgramId = glCreateProgram(); //Shader program id
std::cout << "Attaching shader to the new program" << std::endl;
glAttachShader(shaderProgramId, oddRowShaderId); //Add the fragment shader to the program
std::cout << "Linking the program " << std::endl;
glLinkProgram(shaderProgramId); //Link the program
GLint err;
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &err);
if(err){
std::cout << "Linked Successfully" << std::endl;
} else {
std::cout << "Errors Linking" << std::endl;
GLchar errors[256];
int errLength;
glGetProgramInfoLog(shaderProgramId, 256, &errLength, errors);
std::cout << "Program Error Log: " << std::endl << errors << std::endl;
}
std::cout << "Using the shader program for rendering" << std::endl;
glUseProgram(shaderProgramId); //Start using the shader
}
void keyboard(int key, int x, int y){
switch(key){
case 's':
Shading();
break;
case 'q':
exit(0);
break;
}
}
void idleFunc(){
glutPostRedisplay(); //Redraw the scene.
}
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(1000,1000);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("anaglyph test");
glutDisplayFunc(DrawGLScene);
glutSpecialFunc(keyboard);
glutIdleFunc(idleFunc);
glutMainLoop();
}
@a10y
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a10y commented May 19, 2016

Updated on 5/19/2016. Fixed a bunch of issues from back when I didn't really know C++.

Can successfully compile on OSX 10.11 with the following command:

> clang++ -framework OpenGL -framework GLUT -Wno-deprecated-declarations odd-row-shader.cpp

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