joo o

📅 2023-10-16T17:44:59.021Z
👁️ 182 katselukertaa
🔓 Julkinen




#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
#include <sstream>
#include <fstream>
#include <iomanip>
#include <signal.h>
#include "Colors.h"
#define ASSERT(x) \
    if (!(x))     \
        raise(SIGTRAP);
#define GLCall(x)   \
    GLClearError(); \
    x;              \
    ASSERT(GLLogCall(#x, __FILE__, __LINE__));

static void GLClearError()
{
    while (glGetError() != GL_NO_ERROR);
};

static bool GLLogCall(const char *function, const char *file, int line)
{
    std::cout << STRING_BOLDRED <<glGetError();
    while (GLenum error = glGetError())
    {
        std::cout << STRING_RED << "[OpenGL Error]" << STRING_BOLDRED << "(" << std::hex << error << ")" << STRING_RESET << "\n"
                  << STRING_GREEN << function << ", " << STRING_YELLOW << file << ":" << std::dec << line << STRING_RESET << std::endl;
        return false;
    };
    return true;
};

struct ShaderSources
{
    std::string VertexSource;
    std::string FragmentSource;
};

static ShaderSources ParseShader(const std::string &file)
{

    enum class ShaderType
    {
        NONE = -1,
        VERTEX = 0,
        FRAGMENT = 1
    };
    std::ifstream stream(file);
    std::string line;
    std::stringstream ss[2];
    ShaderType type = ShaderType::NONE;
    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";
        }
    }
    return {ss[0].str(), ss[1].str()};
};
static unsigned int CompileShader(unsigned int type, const std::string &source)
{
    unsigned int id = glCreateShader(type);
    const char *src = source.c_str(); // &source[0]
    GLCall(glShaderSource(id, 1, &src, nullptr));
    GLCall(glCompileShader(id));
    int result;
    GLCall(glGetShaderiv(id, GL_COMPILE_STATUS, &result));
    if (result == GL_FALSE)
    {
        int length;
        GLCall(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
        char *message = (char *)alloca(length * sizeof(char));
        GLCall(glGetShaderInfoLog(id, length, &length, message));
        std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << std::endl;
        std::cout << message << std::endl;
        GLCall(glDeleteShader(id));
        return 0;
    }
    return id;
}
static int CreateShader(const std::string &vertexShader, const std::string &fragmentShader)
{
    GLCall(unsigned int program = glCreateProgram());
    unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
    GLCall(glAttachShader(program, vs));
    GLCall(glAttachShader(program, fs));
    GLCall(glLinkProgram(program));
    GLCall(glValidateProgram(program));

    GLCall(glDeleteShader(vs)); // we dont need them anymore
    GLCall(glDeleteShader(fs));
    return program;
}

int main(void)
{
    GLFWwindow *window;

    /* Initialize the library */
    if (!glfwInit())
    {
        std::cout << STRING_RED << "Error! Couldnt load glfw :D" << STRING_RESET << std::endl;
        return -1;
    };

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(480, 480, "aaaaa", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    if (glewInit() != GLEW_OK)
    {
        std::cout << STRING_RED << "Error! Couldnt load glew :D or something else fucked up" << STRING_RESET << std::endl;
        return -1;
    };
    GLCall(std::cout << glGetString(GL_VERSION) << "\n"
                     << glGetString(GL_RENDERER) << std::endl);

    float positions[] = {
        -0.5f,
        -0.5f,
        0.5f,
        -0.5f,
        0.5f,
        0.5f,
        -0.5f,
        0.5f,
    };

    unsigned int indicies[] = {
        0, 1, 2,
        2, 3, 0};

    unsigned int vao;
    GLCall(glGenVertexArrays(1,&vao));
    GLCall(glBindVertexArray(vao));
    unsigned int buffer;
    GLCall(glGenBuffers(1, &buffer));
    GLCall(glBindBuffer(GL_ARRAY_BUFFER, buffer);)
        GLCall(glBufferData(GL_ARRAY_BUFFER, 6 * 2 * sizeof(float), positions, GL_STATIC_DRAW));
    GLCall(glEnableVertexAttribArray(0));
    GLCall(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0));
    // must be unsigned
    unsigned int ibo;
    GLCall(glGenBuffers(1, &ibo));
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo));
    GLCall(glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indicies, GL_STATIC_DRAW));

    GLCall(ShaderSources source = ParseShader("res/shaders/Basic.shader"));
    std::cout << STRING_GREEN << "[VERTEX]" << std::endl << STRING_RESET
              << source.VertexSource << std::endl
              << STRING_GREEN << "[FRAGMENT]" << std::endl << STRING_RESET
              << source.FragmentSource << std::endl;

    GLCall(unsigned int shader = CreateShader(source.VertexSource, source.FragmentSource));

    GLCall(glUseProgram(shader));
    GLCall(int location = glGetUniformLocation(shader, "u_Color"));
    ASSERT(location != -1);
    float i, o, u = 0.1f;
    /* Loop until the user closes the window */
    GLCall(glUseProgram(0));
    GLCall(glBindBuffer(GL_ARRAY_BUFFER, 0));
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
    GLCall(glBindVertexArray(0));

    while (!glfwWindowShouldClose(window))
    {
        GLCall(glClear(GL_COLOR_BUFFER_BIT));
        GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo));
        GLCall(glUseProgram(shader));
        GLCall(glBindVertexArray(vao));
        
        GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr));
        GLCall(glfwSwapInterval(1)) // vsync
        /* Swap front and back buffers */
        GLCall(glUniform4f(location, i, o, u, 1.0f));
        if (i > 1.0f)
            i = 0.0f;
        if (o > 1.0f)
            o = 0.0f;
        if (u > 1.0f)
            u = 0.0f;
        i += 0.01f;
        o += 0.02f;
        u += 0.03f;
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();

        // Change the color of the cube
    }
    GLCall(glDeleteProgram(shader));
    glfwTerminate();
    return 0;
}