-
Notifications
You must be signed in to change notification settings - Fork 0
/
opengl_ults.cpp
216 lines (181 loc) · 5.91 KB
/
opengl_ults.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
#include "opengl_ults.h"
#include <iostream>
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\0";
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
void errorCallback(int id, const char* message) {
std::cout << "Failed to create GLFW window" << std::endl;
}
bool Opengl_ults::init()
{
glfwSetErrorCallback(errorCallback);
return glfwInit();
}
void Opengl_ults::setupWindows(int major, int minor)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
}
GLFWwindow* Opengl_ults::createWindows(int width, int height, const char* windowTitle)
{
GLFWwindow* window = glfwCreateWindow(width, height, windowTitle, NULL, NULL);
if (window == NULL)
{
glfwTerminate();
return NULL;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
return window;
}
void Opengl_ults::processInput(GLFWwindow *window, int key)
{
if(glfwGetKey(window, key) == GLFW_PRESS)
closeWindow(window);
}
void Opengl_ults::closeWindow(GLFWwindow *window)
{
glfwSetWindowShouldClose(window, true);
}
bool Opengl_ults::createShader()
{
return true;
}
int Opengl_ults::createVertexShader()
{
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
if(vertexShader == 0)
{
errorCallback(0, "");
return 0;
}
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader,GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
errorCallback(0, "");
return 0;
}
return vertexShader;
}
int Opengl_ults::createFragmentShader(const char *fragmentShaderSource)
{
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
if(fragmentShader == 0)
{
errorCallback(0, "");
return 0;
}
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
int success;
char infoLog[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
errorCallback(0, "");
return 0;
}
return fragmentShader;
}
int Opengl_ults::linkShaders(int vertexShader, int fragementShader)
{
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragementShader);
glLinkProgram(shaderProgram);
int success;
char infoLog[512];
glGetShaderiv(shaderProgram, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout<< infoLog <<std::endl;
return -1;
}
glDeleteShader(vertexShader);
glDeleteShader(fragementShader);
return shaderProgram;
}
int Opengl_ults::linkingAttributes(float vertices[], int verticesSize)
{
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, verticesSize, vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
///glBindVertexArray(0);
return VAO;
}
int Opengl_ults::linkElementBuffer(int indices[], int indicesSize)
{
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesSize, indices, GL_STATIC_DRAW);
return EBO;
}
int Opengl_ults::ElementBuffer(float vertices[], int verticesSize, int indices[], int indicesSize)
{
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, verticesSize, vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
return VAO;
}
bool Opengl_ults::setupVertices(int programShader)
{
return true;
}
void Opengl_ults::drawTriangle(int programShader, int VAO)
{
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glUseProgram(programShader);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void Opengl_ults::drawSquare(int programShader, int VAO)
{
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glUseProgram(programShader);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}