Files
Demo/main.cpp

144 lines
3.5 KiB
C++

#include "FullScreenQuad.hpp"
#include "PerformanceAnalyser.hpp"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cstdio>
#include <iostream>
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<GLchar> 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();
}