Created
May 11, 2023 16:39
-
-
Save erfg12/10a48b864d330d86f033ed505b67be30 to your computer and use it in GitHub Desktop.
[Episode 9] [Code] First OpenGL Triangle - Modern OpenGL - Mike Shah
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <SDL.h> | |
#include <glad/glad.h> | |
#include <iostream> | |
#include <vector> | |
int gScreenWidth = 640; | |
int gScreenHeight = 480; | |
int quit = 0; | |
GLuint gVertexArrayObject = 0; // VAO | |
GLuint gVertexBufferObject = 0; // VBO | |
GLuint gGraphicsPipelineShaderProgram = 0; // store our shader object | |
// example shaders | |
const std::string gVertexShaderSource = | |
"#version 410 core\n" | |
"in vec4 position;\n" | |
"void main()\n" | |
"{\n" | |
" gl_Position = vec4(position.x, position.y, position.z, position.w);\n" | |
"}\n"; | |
const std::string gFragmentShaderSource = | |
"#version 410 core\n" | |
"out vec4 color;\n" | |
"void main()\n" | |
"{\n" | |
" color = vec4(1.0f, 0.5f, 0.0, 1.0f);\n" | |
"}\n"; | |
void PrintHWInfo() { | |
std::cout << glGetString(GL_VENDOR) << std::endl; | |
std::cout << glGetString(GL_RENDERER) << std::endl; | |
std::cout << glGetString(GL_VERSION) << std::endl; | |
std::cout << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; | |
} | |
void VertexSpecification() { | |
// generate and bind VAO | |
const std::vector<GLfloat> vertexPosition{ // lives on CPU | |
// x y z | |
-0.8f, -0.8f, 0.0f, // vertex 1 | |
0.8f, -0.8f, 0.0f, // vertex 2 | |
0.0f, 0.8f, 0.0f // vertex 3 | |
}; | |
glGenVertexArrays(1, &gVertexArrayObject); // start sending to GPU | |
glBindVertexArray(gVertexArrayObject); | |
// generate and bind VBO | |
glGenBuffers(1, &gVertexBufferObject); | |
glBindBuffer(GL_ARRAY_BUFFER, gVertexBufferObject); | |
glBufferData(GL_ARRAY_BUFFER, vertexPosition.size() * sizeof(GLfloat), vertexPosition.data(), GL_STATIC_DRAW); | |
glEnableVertexAttribArray(0); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // 3 points, float data, no rgba | |
glBindVertexArray(0); | |
glDisableVertexAttribArray(0); | |
} | |
GLuint CompileShader(GLuint type, const std::string& source) { | |
GLuint shaderObject; | |
if (type == GL_VERTEX_SHADER) { | |
shaderObject = glCreateShader(GL_VERTEX_SHADER); | |
} | |
else if (type == GL_FRAGMENT_SHADER) { | |
shaderObject = glCreateShader(GL_FRAGMENT_SHADER); | |
} | |
const char* src = source.c_str(); | |
glShaderSource(shaderObject, 1, &src, nullptr); | |
glCompileShader(shaderObject); | |
return shaderObject; | |
} | |
GLuint CreateShaderProgram(const std::string& VertexShaderSource, const std::string& FragmentShaderSource) { | |
GLuint programObject = glCreateProgram(); // create graphics pipeline | |
GLuint myVertexShader = CompileShader(GL_VERTEX_SHADER, VertexShaderSource); | |
GLuint myFragmentShader = CompileShader(GL_FRAGMENT_SHADER, FragmentShaderSource); | |
glAttachShader(programObject, myVertexShader); | |
glAttachShader(programObject, myFragmentShader); | |
glLinkProgram(programObject); | |
return programObject; | |
} | |
void CreateGraphicsPipeline() { | |
gGraphicsPipelineShaderProgram = CreateShaderProgram(gVertexShaderSource, gFragmentShaderSource); | |
} | |
void PreDraw() { | |
glDisable(GL_DEPTH_TEST); | |
glDisable(GL_CULL_FACE); | |
glViewport(0, 0, gScreenWidth, gScreenHeight); | |
glClearColor(1.f, 1.f, 0.1f, 1.f); | |
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); | |
glUseProgram(gGraphicsPipelineShaderProgram); | |
} | |
void Draw() { | |
glBindVertexArray(gVertexArrayObject); | |
glBindBuffer(GL_ARRAY_BUFFER, gVertexBufferObject); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
} | |
int main(int argc, char* args[]) | |
{ | |
SDL_Init(SDL_INIT_VIDEO); | |
SDL_Window* win = SDL_CreateWindow("hello", 10, 50, 640, 480, SDL_WINDOW_OPENGL); | |
if (SDL_GL_CreateContext(win) == NULL) { | |
std::cout << "OpenGL context failed: " << SDL_GetError() << std::endl; | |
} | |
else { | |
if (!gladLoadGLLoader(SDL_GL_GetProcAddress)) { | |
std::cout << "glad was not initialized" << std::endl; | |
exit(1); | |
} | |
else { | |
PrintHWInfo(); | |
VertexSpecification(); | |
CreateGraphicsPipeline(); | |
} | |
} | |
while (quit == 0) { | |
SDL_Event e; | |
while (SDL_PollEvent(&e) != 0) { | |
if (e.type == SDL_QUIT) | |
quit = 1; | |
} | |
PreDraw(); | |
Draw(); | |
SDL_GL_SwapWindow(win); | |
} | |
SDL_DestroyWindow(win); | |
SDL_Quit(); | |
return 0; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment