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@RyanBreaker
Last active June 1, 2020 00:36
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#shader vertex
#version 330 core
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
#shader fragment
#version 330 core
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
#include <iostream>
#include <vector>
#include <fstream>
#include <string>
#include <sstream>
#include <filesystem>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
struct ShaderSource {
std::string VertexSource;
std::string FragmentSource;
};
static ShaderSource ParseShader(const std::string &filepath) {
std::ifstream stream(filepath);
enum class ShaderType {
NONE = -1, VERTEX = 0, FRAGMENT = 1
};
std::stringstream ss[2];
ShaderType type = ShaderType::NONE;
std::string line;
while (getline(stream, line)) {
if (line.find("#shader") != std::string::npos) {
if (line.find("vertex") != std::string::npos) {
type = ShaderType::VERTEX;
} else if (line.find("fragment") != std::string::npos) {
type = ShaderType::FRAGMENT;
}
} else {
ss[(int) type] << line << '\n';
}
}
const auto a = ss[0].str();
return {ss[0].str(), ss[1].str()};
}
static unsigned int CompileShader(unsigned int shaderType, const std::string &shaderSource) {
const auto shaderId = glCreateShader(shaderType);
const auto shaderSourceC = shaderSource.c_str();
glShaderSource(shaderId, 1, &shaderSourceC, nullptr);
glCompileShader(shaderId);
int compileResult;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE) {
int messageLength;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &messageLength);
std::vector<char> message(messageLength);
glGetShaderInfoLog(shaderId, messageLength, &messageLength, &message[0]);
std::cout << "Failed to compile shader!" << std::endl;
for (auto c : message)
std::cout << c;
std::cout << std::endl;
glDeleteShader(shaderId);
return 0;
}
return shaderId;
}
static unsigned int CreateShader(const std::string &vertexShaderSource, const std::string &fragmentShaderSource) {
const auto programId = glCreateProgram();
const auto vertexShaderId = CompileShader(GL_VERTEX_SHADER, vertexShaderSource);
const auto fragmentShaderId = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
glAttachShader(programId, vertexShaderId);
glAttachShader(programId, fragmentShaderId);
glLinkProgram(programId);
glValidateProgram(programId);
glDeleteShader(vertexShaderId);
glDeleteShader(fragmentShaderId);
return programId;
}
int main() {
GLFWwindow *window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", nullptr, nullptr);
if (!window) {
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
std::cout << "GLEW init error!" << std::endl;
glfwTerminate();
return -1;
}
std::cout << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
// Vertex buffer.
const auto vertices = {
-0.5f, -0.5f,
0.f, 0.5f,
0.5f, -0.5f
};
// Number of elements in each vertex.
const auto vertexSize = 2;
// Number of vertices in the buffer.
const auto vertexCount = vertices.size() / vertexSize;
unsigned int vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.begin(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, vertexSize, GL_FLOAT, GL_FALSE, vertexSize * sizeof(float), nullptr);
const auto shaderSource = ParseShader("../Resources/Shaders/Basic.shader");
const auto shaderId = CreateShader(shaderSource.VertexSource, shaderSource.FragmentSource);
glUseProgram(shaderId);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window)) {
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, vertexCount);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shaderId);
glfwTerminate();
}
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