#include "FullScreenQuad.hpp" #include "PerformanceAnalyser.hpp" #include #include #include #include const char *vertexShaderSource = #include "fsq.glsl" ; const char *fragmentShaderSource = #include "sdf.glsl" ; /*void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, wdth, height); }*/ float aspect = 1.0; void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } unsigned int compVertexShader() { unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); return vertexShader; } unsigned int compFragmentShader() { unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // Print shader comp error GLint isCompiled = 0; glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled); if (isCompiled == GL_FALSE) { GLint maxLength = 0; glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); // The maxLength includes the NULL character // std::vector errorLog(maxLength); char *errorLog = new char[maxLength](); glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, errorLog); printf("\nFrag Log: %s\n", errorLog); } return fragmentShader; } unsigned int compShader() { unsigned int shaderProgram; shaderProgram = glCreateProgram(); unsigned int vert = compVertexShader(); unsigned int frag = compFragmentShader(); glAttachShader(shaderProgram, vert); glAttachShader(shaderProgram, frag); glLinkProgram(shaderProgram); glDeleteShader(vert); glDeleteShader(frag); return shaderProgram; } void framebuffer_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); aspect = float(width) / height; } int main(int argc, char **argv) { std::cout << "test"; std::cout << std::flush; GLFWwindow *window; if (!glfwInit()) return -1; window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW error: %s\n", glewGetErrorString(err)); return 1; } glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); unsigned int shaderProgram = compShader(); FullScreenQuad fsq{}; PerformanceAnalyser perf{}; double time = glfwGetTime(); while (!glfwWindowShouldClose(window)) { time = glfwGetTime(); perf.update(time); processInput(window); /* Render here */ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); int aspectLocation = glGetUniformLocation(shaderProgram, "aspect"); glUniform1f(aspectLocation, aspect); int timeLocation = glGetUniformLocation(shaderProgram, "t"); glUniform1f(timeLocation, 2. * time); glBindVertexArray(fsq.getVAO()); glDrawArrays(GL_TRIANGLES, 0, 6); /* Poll for and process events */ glfwPollEvents(); glfwSwapBuffers(window); } glfwTerminate(); }