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| #include <iostream> #include <glad/glad.h> #include <GLFW/glfw3.h> #include "MyShader.h"
#define SCREEN_WIDTH 800 #define SCREEN_HEIGH 600
void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow* window);
#define DEFAULT_VERTEX_FILE_PATH "./vertex01.vert" #define DEFAULT_FRAGMENT_FILE_PATH "./fragment01.frag"
int test_0304() {
glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGH, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } float vertices[] = { 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f , -0.5f, 0.5f, 0.0f, 0.f, 0.f, 0.f, };
float indices[] = { 0,1,2, 2,3,1 };
GLuint VAO = 0, VBO = 0, EBO = 0; glGenVertexArrays(1,&VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER,VBO); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0,3, GL_FLOAT,GL_FALSE,6*sizeof(float),(void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6* sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1);
int success; char infoLog[1024];
GLuint shaderProgram = glCreateProgram(); GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string vertexSourceCoded; const char* vertexSourceCodedC; std::string fragmentSourceCode; const char* fragmentSourceCodeC;
std::ifstream vShaderFile; std::ifstream fShaderFile;
vShaderFile.open(DEFAULT_VERTEX_FILE_PATH); std::stringstream vst; vst << vShaderFile.rdbuf(); vShaderFile.close(); vertexSourceCoded = vst.str(); vertexSourceCodedC = vertexSourceCoded.c_str(); std::stringstream vst2; fShaderFile.open(DEFAULT_FRAGMENT_FILE_PATH); vst2 << fShaderFile.rdbuf(); fShaderFile.close(); fragmentSourceCode = vst2.str(); std::cout << fragmentSourceCode << std::endl;
fragmentSourceCodeC = fragmentSourceCode.c_str();
glShaderSource(vertexShader,1,&vertexSourceCodedC,NULL); glCompileShader(vertexShader); glGetShaderiv(vertexShader,GL_COMPILE_STATUS,&success);
if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; return -1; }
glShaderSource(fragmentShader,1,&fragmentSourceCodeC,NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,&success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; return -1; }
glAttachShader(shaderProgram,vertexShader); glAttachShader(shaderProgram,fragmentShader); glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram,GL_LINK_STATUS,&success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } glDeleteShader(fragmentShader); glDeleteShader(vertexShader);
while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glDeleteProgram(shaderProgram); glfwTerminate(); return 0; }
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