Created
December 28, 2012 13:21
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Trivial OpenGL 4.0 code
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#include <GL/glew.h> | |
#include <GL/glut.h> | |
#include <GL/freeglut.h> | |
#include <GL/GL.h> | |
#include <string> | |
#include <iostream> | |
#include <array> | |
#include <vector> | |
void keyboard(unsigned char key, int x, int y); | |
void display(void); | |
GLuint vboId; | |
GLuint vaoId; | |
GLuint programId; | |
GLuint shaderIds[4]; | |
enum EShaderNames { | |
VERTEX_SHADER_ID = 0, | |
TESSELATION_SHADER_ID, | |
GEOMETRY_SHADER_ID, | |
FRAGMENT_SHADER_ID, | |
SHADER_COUNT | |
}; | |
//GL_, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, or GL_FRAGMENT_SHADER. | |
#define NL "\n" | |
template<class T> T& as_lvalue(T&& v){ return v; } | |
void CheckForError() | |
{ | |
GLint E = glGetError(); | |
if (E != 0) | |
_CrtDbgBreak(); | |
} | |
void init () | |
{ | |
CheckForError(); | |
glGenVertexArrays(1, &vaoId); | |
glBindVertexArray(vaoId); | |
glGenBuffers(1, &vboId); | |
CheckForError(); | |
glBindBuffer(GL_ARRAY_BUFFER, vboId); | |
CheckForError(); | |
const float Verts[] = { | |
-0.5f, -0.5f, 0.f, | |
0.5f, -0.5f, 0.f, | |
0.5f, 0.5f, 0.f, | |
-0.5f, 0.5f, 0.f, | |
}; | |
glBufferData (GL_ARRAY_BUFFER, sizeof(Verts), Verts, GL_STATIC_DRAW); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
CheckForError(); | |
programId = glCreateProgram(); | |
shaderIds[VERTEX_SHADER_ID] = glCreateShader(GL_VERTEX_SHADER); | |
shaderIds[TESSELATION_SHADER_ID] = glCreateShader(GL_TESS_EVALUATION_SHADER); | |
shaderIds[GEOMETRY_SHADER_ID] = glCreateShader(GL_GEOMETRY_SHADER); | |
shaderIds[FRAGMENT_SHADER_ID] = glCreateShader(GL_FRAGMENT_SHADER); | |
/* for (unsigned i = VERTEX_SHADER_ID; i < SHADER_COUNT; ++i) { | |
glAttachShader(programId, shaderIds[i]); | |
}*/ | |
CheckForError(); | |
std::array<std::string, SHADER_COUNT> ShaderSources; | |
std::array<std::string, SHADER_COUNT> ShaderNames; | |
ShaderNames[0] = "Vertex Shader"; | |
ShaderNames[1] = "Fragment Shader"; | |
ShaderNames[GEOMETRY_SHADER_ID] = "Geometry Shader"; | |
ShaderSources[VERTEX_SHADER_ID] = | |
"#version 400 core" | |
NL"precision highp float;" | |
NL"layout(location = 0) in vec3 position;" | |
NL"void main () {" | |
NL" gl_Position = vec4(position, 1.0);" | |
NL"}"; | |
ShaderSources[FRAGMENT_SHADER_ID] = | |
"#version 400 core" | |
NL"void main () {" | |
NL" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);" | |
NL"}"; | |
ShaderSources[GEOMETRY_SHADER_ID] = | |
"#version 150" | |
NL"layout(triangles) in;" | |
// NL"layout(triangle_strip, max_vertices = 3) out;" | |
NL"layout(line_strip, max_vertices = 4) out;" | |
NL"void main() {" | |
NL" for(int i = 0; i < gl_in.length(); i++) {" | |
NL" gl_Position = gl_in[i].gl_Position;" | |
NL" EmitVertex();" | |
NL" }" | |
NL" gl_Position = gl_in[0].gl_Position;" | |
NL" EmitVertex();" | |
NL" EndPrimitive();" | |
NL"}"; | |
std::vector<unsigned int> ActiveShaders; | |
ActiveShaders.push_back(FRAGMENT_SHADER_ID); | |
ActiveShaders.push_back(VERTEX_SHADER_ID); | |
ActiveShaders.push_back(GEOMETRY_SHADER_ID); | |
for (unsigned i : ActiveShaders) | |
{ | |
const char* Temp = ShaderSources[i].c_str(); | |
glShaderSource(shaderIds[i], 1, &Temp, nullptr); | |
glCompileShader(shaderIds[i]); | |
GLint compiled; | |
glGetShaderiv(shaderIds[i], GL_COMPILE_STATUS, &compiled); | |
if (compiled != GL_TRUE) { | |
char Buffer[1000]; | |
glGetShaderInfoLog(shaderIds[i], sizeof(Buffer), &as_lvalue(int()), Buffer); | |
std::cout << ShaderNames[i] << Buffer; | |
_CrtDbgBreak(); | |
} | |
glAttachShader(programId, shaderIds[i]); | |
} | |
CheckForError(); | |
glLinkProgram(programId); | |
GLint linked; | |
glGetProgramiv(programId, GL_LINK_STATUS, &linked); | |
if (linked != GL_TRUE) | |
{ | |
char Buffer[1000]; | |
glGetProgramInfoLog(programId, 1000, &as_lvalue(int()), Buffer); | |
std::cout << "Program link error : " << Buffer; | |
_CrtDbgBreak(); | |
} | |
glUseProgram(programId); | |
} | |
int main(int argc, char** argv) | |
{ | |
glutInit(&argc, argv); | |
glutInitContextVersion (4,0); | |
//glutInitContextProfile(GLUT_CORE_PROFILE); | |
glutCreateWindow("GLUT Test"); | |
glewExperimental=TRUE; | |
GLenum err=glewInit(); | |
if(err!=GLEW_OK) | |
{ | |
std::cout<<"glewInit failed, aborting."; | |
_CrtDbgBreak(); | |
} | |
// Explicit check for GLEW error | |
err = glGetError(); | |
// If it's something different than INVALID_ENUM, we have a problem | |
if (err != GL_INVALID_ENUM) | |
_CrtDbgBreak(); | |
init(); | |
glutKeyboardFunc(&keyboard); | |
glutDisplayFunc(&display); | |
glutMainLoop(); | |
return EXIT_SUCCESS; | |
} | |
void keyboard(unsigned char key, int x, int y) | |
{ | |
switch (key) | |
{ | |
case '\x1B': | |
exit(EXIT_SUCCESS); | |
break; | |
} | |
} | |
void display() | |
{ | |
glClearColor(0.5f, .5f, .5f, 1.f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glEnableVertexAttribArray(0); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glDisableVertexAttribArray(0); | |
glFlush(); | |
} |
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