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OpenGL 3.x example in a single file (SDL2.x)
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#include "SDL.h" | |
// OSX only - change on other platforms | |
#include <OpenGL/gl3.h> | |
#include <stdlib.h> //rand() | |
#include <iostream> | |
#include <string> | |
static bool quitting = false; | |
static SDL_Window *window = NULL; | |
static SDL_GLContext gl_context; | |
GLuint vertexBuffer, vertexArrayObject, shaderProgram; | |
GLint positionAttribute, colorAttribute; | |
void loadBufferData(){ | |
// vertex position, color | |
float vertexData[32] = { | |
-0.5, -0.5, 0.0, 1.0 , 1.0, 0.0, 0.0, 1.0 , | |
-0.5, 0.5, 0.0, 1.0 , 0.0, 1.0, 0.0, 1.0 , | |
0.5, 0.5, 0.0, 1.0 , 0.0, 0.0, 1.0, 1.0 , | |
0.5, -0.5, 0.0, 1.0 , 1.0, 1.0, 1.0, 1.0 | |
}; | |
glGenVertexArrays(1, &vertexArrayObject); | |
glBindVertexArray(vertexArrayObject); | |
glGenBuffers(1, &vertexBuffer); | |
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); | |
glBufferData(GL_ARRAY_BUFFER, 32 * sizeof(float), vertexData, GL_STATIC_DRAW); | |
glEnableVertexAttribArray(positionAttribute); | |
glEnableVertexAttribArray(colorAttribute); | |
int vertexSize =sizeof(float)*8; | |
glVertexAttribPointer(positionAttribute, 4, GL_FLOAT, GL_FALSE,vertexSize , (const GLvoid *)0); | |
glVertexAttribPointer(colorAttribute , 4, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid *)(sizeof(float)*4)); | |
} | |
GLuint initShader(const char* vShader, const char* fShader, const char* outputAttributeName) { | |
struct Shader { | |
GLenum type; | |
const char* source; | |
} shaders[2] = { | |
{ GL_VERTEX_SHADER, vShader }, | |
{ GL_FRAGMENT_SHADER, fShader } | |
}; | |
GLuint program = glCreateProgram(); | |
for ( int i = 0; i < 2; ++i ) { | |
Shader& s = shaders[i]; | |
GLuint shader = glCreateShader( s.type ); | |
glShaderSource( shader, 1, (const GLchar**) &s.source, NULL ); | |
glCompileShader( shader ); | |
GLint compiled; | |
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled ); | |
if ( !compiled ) { | |
std::cerr << " failed to compile:" << std::endl; | |
GLint logSize; | |
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize ); | |
char* logMsg = new char[logSize]; | |
glGetShaderInfoLog( shader, logSize, NULL, logMsg ); | |
std::cerr << logMsg << std::endl; | |
delete [] logMsg; | |
exit( EXIT_FAILURE ); | |
} | |
glAttachShader( program, shader ); | |
} | |
/* Link output */ | |
glBindFragDataLocation(program, 0, outputAttributeName); | |
/* link and error check */ | |
glLinkProgram(program); | |
GLint linked; | |
glGetProgramiv( program, GL_LINK_STATUS, &linked ); | |
if ( !linked ) { | |
std::cerr << "Shader program failed to link" << std::endl; | |
GLint logSize; | |
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize); | |
char* logMsg = new char[logSize]; | |
glGetProgramInfoLog( program, logSize, NULL, logMsg ); | |
std::cerr << logMsg << std::endl; | |
delete [] logMsg; | |
exit( EXIT_FAILURE ); | |
} | |
/* use program object */ | |
glUseProgram(program); | |
return program; | |
} | |
void loadShader(){ | |
const char * vert = R"(#version 150 | |
in vec4 position; | |
in vec4 color; | |
out vec4 colorV; | |
void main (void) | |
{ | |
colorV = color; | |
gl_Position = position; | |
})"; | |
const char * frag = R"(#version 150 | |
in vec4 colorV; | |
out vec4 fragColor; | |
void main(void) | |
{ | |
fragColor = colorV; | |
})"; | |
shaderProgram = initShader(vert, frag, "fragColor"); | |
colorAttribute = glGetAttribLocation(shaderProgram, "color"); | |
if (colorAttribute < 0) { | |
std::cerr << "Shader did not contain the 'color' attribute." << std::endl; | |
} | |
positionAttribute = glGetAttribLocation(shaderProgram, "position"); | |
if (positionAttribute < 0) { | |
std::cerr << "Shader did not contain the 'position' attribute." << std::endl; | |
} | |
} | |
void setup() { | |
std::cout << "OpenGL version "<<glGetString(GL_VERSION)<<std::endl; | |
loadShader(); | |
loadBufferData(); | |
glEnable(GL_DEPTH_TEST); | |
} | |
void render() { | |
SDL_GL_MakeCurrent(window, gl_context); | |
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); | |
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); | |
glUseProgram(shaderProgram); | |
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | |
SDL_GL_SwapWindow(window); | |
} | |
int main(int argc, char *argv[]) { | |
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_EVENTS) != 0) { | |
SDL_Log("Failed to initialize SDL: %s", SDL_GetError()); | |
return 1; | |
} | |
// Use a core profile setup. | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | |
window = SDL_CreateWindow("title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 512, 512, SDL_WINDOW_OPENGL); | |
gl_context = SDL_GL_CreateContext(window); | |
setup(); | |
while(!quitting) { | |
SDL_Event event; | |
while( SDL_PollEvent(&event) ) { | |
if(event.type == SDL_QUIT) { | |
quitting = true; | |
} | |
} | |
render(); | |
SDL_Delay(2); | |
} | |
SDL_GL_DeleteContext(gl_context); | |
SDL_DestroyWindow(window); | |
SDL_Quit(); | |
exit(0); | |
} //main |
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