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main.cpp
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#include <SDL.h>
#include <vector>
#include "opengl.h"
int Abs(int num) {
return num > 0 ? num : -num;
}
int PingPong(int num, int length) {
return length - Abs((num % (length * 2)) - length);
}
int main(int /*argc*/, char** /*argv[]*/) {
const int WindowWidth = 720;
const int WindowHeight = 720;
if (SDL_Init(SDL_INIT_EVERYTHING)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s\n", SDL_GetError());
return 1;
}
SDL_Window* window = SDL_CreateWindow("SDL OpenGL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WindowWidth, WindowHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s\n", SDL_GetError());
return 1;
}
//// OpenGL Setup
// Options
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Connect window
SDL_GLContext context = SDL_GL_CreateContext(window);
if (!context) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s\n", SDL_GetError());
return 1;
}
OpenGL_Init();
{
int value = 0;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &value);
SDL_Log("SDL_GL_CONTEXT_MAJOR_VERSION: %d\n", value);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &value);
SDL_Log("SDL_GL_CONTEXT_MINOR_VERSION: %d\n", value);
}
int r = 0;
int g = 0;
int b = 0;
glViewport(0, 0, WindowWidth, WindowHeight);
glClearColor(0.39f, 0.58f, 0.92f, 1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"layout (location = 1) in vec3 color;\n"
"layout (location = 2) in vec2 texCoord;\n"
"out vec3 ourColor;\n"
"out vec2 TexCoord;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"TexCoord = texCoord;\n"
"ourColor = color;\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"in vec3 ourColor;\n"
"in vec2 TexCoord;\n"
"out vec4 color;\n"
"uniform sampler2D ourTexture;\n"
"void main()\n"
"{\n"
"color = texture(ourTexture, TexCoord);\n"
"color.rgb *= ourColor;\n"
"}\n\0";
GLint success;
GLchar logBuffer[512];
// Vertex
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, logBuffer);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Vertex Compile Error: %s", logBuffer);
}
// Fragment
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, logBuffer);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Fragment Compile Error: %s", logBuffer);
}
// Program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, logBuffer);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shader Linking Error: %s", logBuffer);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GLfloat vertices[] = {
// Positions // Colors // Texture Coords
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top Left
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // Bottom Left
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Bottom Right
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Top Right
};
GLuint indices[] = {
0, 1, 2,
2, 3, 0,
};
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
{
// Now the VBO..
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Finally the EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Vertex Attributes
glVertexAttribPointer(0, // Layout
3, // Size
GL_FLOAT, // Type
GL_FALSE, // Normalised
8 * sizeof(GLfloat), // Stride
(void*) 0); // Array Buffer Offset
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
}
glBindVertexArray(0);
// Texture loading
SDL_Surface* image = SDL_LoadBMP("texture.bmp");
if (!image) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load texture.bmp! %s", SDL_GetError());
return 1;
}
GLuint texture = 0;
glGenTextures(1, &texture);
{
glBindTexture(GL_TEXTURE_2D, texture); // All texture functions will now operate on this texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // X wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Y wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Far away
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Close up
// Use GL_BGR because bitmaps are silly
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image->w, image->h, 0, GL_BGR, GL_UNSIGNED_BYTE, image->pixels);
SDL_FreeSurface(image);
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind
for(GLenum err; (err = glGetError()) != GL_NO_ERROR;) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "OpenGL Init: 0x%x", err);
}
bool running = true;
SDL_Event event;
float current = SDL_GetTicks();
float last = current;
float interval = 1000 / 60;
while (running) {
// Limit frame rate
current = SDL_GetTicks();
float dt = current - last;
if (dt < interval) {
SDL_Delay(interval - dt);
continue;
}
last = current;
// Input
while(SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
break;
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
int x = event.window.data1;
int y = event.window.data2;
glViewport(0, 0, x, y);
}
}
r = (r + 2) % (255 * 2);
g = (g + 4) % (255 * 2);
b = (b + 8) % (255 * 2);
//Rendering
glClearColor((float)PingPong(r, 255) / 255, (float)PingPong(g, 255) / 255, (float)PingPong(b, 255) / 255, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw Triangle
glUseProgram(shaderProgram);
// Bind texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
SDL_GL_SwapWindow(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
return 0;
}