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main.cpp
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/**
* main.cpp
*/
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <SDL.h>
#include <GL/glew.h>
#include <SDL_image.h>
SDL_Surface* logo_rgba;
const GLfloat verts[6][4] = {
{ -1.0f, -1.0f, 0.0f, 1.0f },
{ -1.0f, 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f }
};
const GLint indicies[] = {
0, 1, 2, 0, 2, 3
};
struct App {
SDL_Window *m_window = NULL;
SDL_GLContext m_context = 0;
GLuint m_vao = 0;
GLuint m_vbo = 0;
GLuint m_ebo = 0;
GLuint m_tex = 0;
GLuint m_vert_shader = 0;
GLuint m_frag_shader = 0;
GLuint m_shader_prog = 0;
};
void initApplication(App* app) {
// initialize SDL w/ video
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "Initializing SDL video failed!" << std::endl;
throw std::exception();
}
// create window
app->m_window = SDL_CreateWindow("App", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL);
if (app->m_window == NULL) {
std::cerr << "Creating main window failed!" << std::endl;
SDL_Quit();
throw std::exception();
}
// initialize GL context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
app->m_context = SDL_GL_CreateContext(app->m_window);
if (app->m_context == NULL) {
std::cerr << "Creating GL context failed!" << std::endl;
SDL_DestroyWindow(app->m_window);
SDL_Quit();
throw std::exception();
}
// initialize glew
GLenum err = glewInit();
if (err != GLEW_OK) {
std::cerr << "Initializing GLEW failed!" << std::endl;
SDL_GL_DeleteContext(app->m_context);
SDL_DestroyWindow(app->m_window);
SDL_Quit();
throw std::exception();
}
}
void freeApplication(App* app) {
glUseProgram(0);
glDisableVertexAttribArray(0);
glDetachShader(app->m_shader_prog, app->m_vert_shader);
glDetachShader(app->m_shader_prog, app->m_frag_shader);
glDeleteProgram(app->m_shader_prog);
glDeleteShader(app->m_vert_shader);
glDeleteShader(app->m_frag_shader);
glDeleteTextures(1, &app->m_tex);
glDeleteBuffers(1, &app->m_ebo);
glDeleteBuffers(1, &app->m_vbo);
glDeleteVertexArrays(1, &app->m_vao);
// invoke delete/destroy methods for SDL state
SDL_GL_DeleteContext(app->m_context);
SDL_DestroyWindow(app->m_window);
SDL_Quit();
}
const char* getSource(const char* path) {
// reads contents of file and returns the allocated character buffer
std::ifstream file(path);
if (!file.is_open()) {
std::cerr << "Error: Unable to open file " << path << std::endl;
return nullptr;
}
std::stringstream buffer;
buffer << file.rdbuf();
std::string content = buffer.str();
char* charBuffer = new char[content.size() + 1];
std::copy(content.begin(), content.end(), charBuffer);
charBuffer[content.size()] = '\0';
return charBuffer;
}
void initShaders(App* app) {
GLint status;
char err_buf[512];
glGenVertexArrays(1, &(app->m_vao));
glBindVertexArray(app->m_vao);
// compile vertex shader
app->m_vert_shader = glCreateShader(GL_VERTEX_SHADER);
const char* vertexSource = getSource("basic.v.glsl");
glShaderSource(app->m_vert_shader, 1, &vertexSource, NULL);
glCompileShader(app->m_vert_shader);
glGetShaderiv(app->m_vert_shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(app->m_vert_shader, sizeof(err_buf), NULL, err_buf);
err_buf[sizeof(err_buf)-1] = '\0';
std::cerr << "Compiling vertex shader failed!" << std::endl;
std::cerr << err_buf << std::endl;
return;
}
delete[] vertexSource;
// compile fragment shader
app->m_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragmentSource = getSource("basic.f.glsl");
glShaderSource(app->m_frag_shader, 1, &fragmentSource, NULL);
glCompileShader(app->m_frag_shader);
glGetShaderiv(app->m_frag_shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(app->m_frag_shader, sizeof(err_buf), NULL, err_buf);
err_buf[sizeof(err_buf)-1] = '\0';
std::cerr << "Compiling fragment shader failed!" << std::endl;
std::cerr << err_buf << std::endl;
return;
}
delete[] fragmentSource;
// link shader program
app->m_shader_prog = glCreateProgram();
glAttachShader(app->m_shader_prog, app->m_vert_shader);
glAttachShader(app->m_shader_prog, app->m_frag_shader);
glBindFragDataLocation(app->m_shader_prog, 0, "oRGBA");
glLinkProgram(app->m_shader_prog);
glUseProgram(app->m_shader_prog);
return;
}
int initGeometries(App* app) {
// Populate vertex and element buffers
glGenBuffers(1, &app->m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, app->m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glGenBuffers(1, &app->m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, app->m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
// bind vertex position and texture coordinate attributes
GLint pos_attr_loc = glGetAttribLocation(app->m_shader_prog, "aXY");
glVertexAttribPointer(pos_attr_loc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0); // 2 values; stride 4, offset by 0
glEnableVertexAttribArray(pos_attr_loc);
GLint tex_attr_loc = glGetAttribLocation(app->m_shader_prog, "aUV");
glVertexAttribPointer(tex_attr_loc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat))); // 2 values; stride 4, offset by 2
glEnableVertexAttribArray(tex_attr_loc);
return 0;
}
int initMaterials(App* app) {
// results in the successful transcription of raw image bytes into a uniform texture buffer in the GPU program
glGenTextures(1, &app->m_tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, app->m_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glUniform1i(glGetUniformLocation(app->m_shader_prog, "uTexture"), 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// define texture sampling parameters and map raw image data
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, logo_rgba->pixels);
return 0;
}
void renderLoop(App* app) {
// to render: clear color buffer; draw elements (constant program references); and swap buffers
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
SDL_GL_SwapWindow(app->m_window);
}
int main(int nArgs, char** vArgs) {
// startup
std::cout << "Initializing..." << std::endl;
std::string filename = "logo.png";
logo_rgba = IMG_Load(filename.c_str());
App* app = new App();
initApplication(app);
initShaders(app);
initGeometries(app);
initMaterials(app);
// main loop
std::cout << "Running..." << std::endl;
bool is_running = true;
while (is_running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE) {
is_running = false;
break;
}
}
renderLoop(app);
}
// cleanup
std::cout << "Exiting..." << std::endl;
freeApplication(app);
SDL_FreeSurface(logo_rgba);
logo_rgba = NULL;
return 0;
}