2023-10-21 00:35:03 +02:00
|
|
|
#include <boost/algorithm/string.hpp>
|
2023-10-20 15:10:14 +02:00
|
|
|
#include <boost/algorithm/string/case_conv.hpp>
|
2023-10-20 11:20:01 +02:00
|
|
|
#include <boost/log/trivial.hpp>
|
2023-10-20 10:52:56 +02:00
|
|
|
#include <exception>
|
2023-10-18 19:48:48 +02:00
|
|
|
#include <glad/glad.c>
|
|
|
|
// glad must be loaded before GLFW
|
2023-10-18 11:02:08 +02:00
|
|
|
#include "graphics.hpp"
|
2023-10-18 19:48:48 +02:00
|
|
|
#include "main.hpp"
|
2023-10-18 11:02:08 +02:00
|
|
|
|
|
|
|
#include <iostream>
|
2023-10-18 17:03:13 +02:00
|
|
|
|
|
|
|
using namespace std;
|
|
|
|
|
2023-10-20 15:10:14 +02:00
|
|
|
ShaderProgram::Base ShaderProgram::baseFromName(string name) {
|
|
|
|
string lname = name;
|
|
|
|
boost::algorithm::to_lower(lname); // yes, cpp needs a library to do this.
|
2023-10-21 00:35:03 +02:00
|
|
|
// luckily I'm already using boost so I
|
|
|
|
// don't need to worry too much about it.
|
2023-10-20 15:10:14 +02:00
|
|
|
// can't do a switch over strings in cpp.
|
|
|
|
if (lname == "empty") {
|
|
|
|
return Empty;
|
|
|
|
}
|
|
|
|
if (lname == "triangle") {
|
|
|
|
return Triangle;
|
2023-10-21 00:35:03 +02:00
|
|
|
} else {
|
2023-10-20 15:10:14 +02:00
|
|
|
BOOST_LOG_TRIVIAL(fatal) << "unknown base program \"" << name << "\"";
|
|
|
|
exit(EXIT_USAGE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-18 19:48:48 +02:00
|
|
|
/* class ShaderProgram Implementations */
|
2023-10-18 17:03:13 +02:00
|
|
|
string ShaderProgram::baseName() {
|
2023-10-20 11:20:01 +02:00
|
|
|
/*
|
|
|
|
BOOST_LOG_TRIVIAL(debug) << "this->base: " << this->base
|
|
|
|
<< " Base::Empty: " << Base::Empty
|
|
|
|
<< " Base::Triangle: " << Base::Triangle;
|
|
|
|
*/
|
2023-10-18 17:03:13 +02:00
|
|
|
switch (this->base) {
|
2023-10-20 11:20:01 +02:00
|
|
|
case ShaderProgram::Base::Empty:
|
2023-10-18 19:48:48 +02:00
|
|
|
return "Empty";
|
2023-10-20 11:20:01 +02:00
|
|
|
case ShaderProgram::Base::Triangle:
|
2023-10-18 19:48:48 +02:00
|
|
|
return "Triangle";
|
2023-10-20 10:52:56 +02:00
|
|
|
default:
|
2023-10-20 11:20:01 +02:00
|
|
|
// this should never occur, as the switch case should cover all variants.
|
|
|
|
throw std::runtime_error("Undefined base Program");
|
2023-10-18 17:03:13 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-21 19:20:15 +02:00
|
|
|
/**
|
|
|
|
* @param vertexSource C style string with NULL termination
|
|
|
|
* @param fragSource C style string with NULL termination
|
|
|
|
*/
|
|
|
|
ShaderProgram::ShaderProgram(Base base, string vertexSource,
|
|
|
|
string fragSource) {
|
|
|
|
int success;
|
|
|
|
char infoLog[512];
|
|
|
|
const char* vertexSource_c = vertexSource.c_str();
|
|
|
|
const char* fragSource_c = fragSource.c_str();
|
2023-10-20 11:20:01 +02:00
|
|
|
this->base = base;
|
|
|
|
BOOST_LOG_TRIVIAL(info) << "With base program \"" << this->baseName() << "\"";
|
2023-10-20 10:52:56 +02:00
|
|
|
// NOTE: char arrays and char pointers are not actually the same.
|
|
|
|
// glShaderSource requires a char[] as it appears. We pass the
|
|
|
|
// variable by reference to avoid duplication in memory.
|
2023-10-19 16:15:28 +02:00
|
|
|
BOOST_LOG_TRIVIAL(trace) << "creating empty shaders";
|
|
|
|
this->vertex = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
this->frag = glCreateShader(GL_FRAGMENT_SHADER);
|
2023-10-21 19:20:15 +02:00
|
|
|
|
2023-10-19 16:15:28 +02:00
|
|
|
BOOST_LOG_TRIVIAL(trace) << "loading vertex shader";
|
2023-10-21 19:20:15 +02:00
|
|
|
glShaderSource(this->vertex, 1, &vertexSource_c, NULL);
|
2023-10-19 16:15:28 +02:00
|
|
|
BOOST_LOG_TRIVIAL(trace) << "compiling vertex shader";
|
|
|
|
glCompileShader(this->vertex);
|
2023-10-21 19:20:15 +02:00
|
|
|
// check if it worked
|
2023-10-21 00:35:03 +02:00
|
|
|
glGetShaderiv(this->vertex, GL_COMPILE_STATUS, &success);
|
|
|
|
if (!success) {
|
|
|
|
glGetShaderInfoLog(this->vertex, 512, NULL, infoLog);
|
|
|
|
BOOST_LOG_TRIVIAL(fatal) << "could not compile vertex shader:\n\n"
|
2023-10-21 19:20:15 +02:00
|
|
|
<< infoLog << std::endl;
|
2023-10-21 00:35:03 +02:00
|
|
|
exit(EXIT_SHADER);
|
|
|
|
}
|
2023-10-21 19:20:15 +02:00
|
|
|
|
|
|
|
/* FIXME: Optionally include a frag shader
|
|
|
|
BOOST_LOG_TRIVIAL(trace) << "loading fragments shader";
|
|
|
|
glShaderSource(this->frag, 1, &fragSource_c, NULL);
|
|
|
|
BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
|
|
|
|
glCompileShader(this->frag);
|
|
|
|
// check if it worked
|
2023-10-21 00:35:03 +02:00
|
|
|
glGetShaderiv(this->frag, GL_COMPILE_STATUS, &success);
|
|
|
|
if (!success) {
|
|
|
|
glGetShaderInfoLog(this->frag, 512, NULL, infoLog);
|
|
|
|
BOOST_LOG_TRIVIAL(fatal) << "could not compile fragments shader:\n\n"
|
2023-10-21 19:20:15 +02:00
|
|
|
<< infoLog << std::endl;
|
2023-10-21 00:35:03 +02:00
|
|
|
exit(EXIT_SHADER);
|
|
|
|
}
|
2023-10-21 19:20:15 +02:00
|
|
|
*/
|
2023-10-19 16:15:28 +02:00
|
|
|
}
|
2023-10-18 11:02:08 +02:00
|
|
|
|
2023-10-21 00:35:03 +02:00
|
|
|
/** defines the base program behavior.
|
2023-10-20 11:20:01 +02:00
|
|
|
*
|
|
|
|
* will be called in `mainWindow`.
|
|
|
|
*/
|
2023-10-21 00:35:03 +02:00
|
|
|
int ShaderProgram::run(GLFWwindow *window) {
|
|
|
|
if (this->base == Triangle) {
|
|
|
|
float vTriangle[] = {
|
|
|
|
-0.5f, -0.5f, 0.0f, // opengl
|
|
|
|
0.5f, -0.5f, 0.0f, // treats 3d arrays
|
|
|
|
0.0f, 0.5f, 0.0f // as large 1d arrays
|
|
|
|
};
|
|
|
|
unsigned int oTriangle;
|
|
|
|
glGenBuffers(1, &oTriangle);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, oTriangle);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
|
|
|
|
while (!glfwWindowShouldClose(window)) {
|
|
|
|
processInput(window);
|
|
|
|
|
|
|
|
glClearColor(0.9f, 0.3f, 0.3f, 1.0f);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
glfwPollEvents();
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
} else // Empty
|
|
|
|
{
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
while (!glfwWindowShouldClose(window)) {
|
|
|
|
processInput(window);
|
|
|
|
|
|
|
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
glfwPollEvents();
|
|
|
|
}
|
|
|
|
return 0;
|
2023-10-20 11:20:01 +02:00
|
|
|
}
|
|
|
|
}
|
2023-10-18 11:02:08 +02:00
|
|
|
|
2023-10-20 15:10:14 +02:00
|
|
|
/* functions that run out graphics stuff */
|
|
|
|
|
2023-10-18 11:02:08 +02:00
|
|
|
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
|
|
|
glViewport(0, 0, width, height);
|
|
|
|
}
|
|
|
|
|
2023-10-20 11:20:01 +02:00
|
|
|
GLFWwindow *initGl() {
|
2023-10-18 11:02:08 +02:00
|
|
|
/* graphics stuff */
|
|
|
|
glfwInit();
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
|
|
|
|
|
|
|
GLFWwindow *window = glfwCreateWindow(800, 600, "Shader Loader", NULL, NULL);
|
|
|
|
if (window == NULL) {
|
|
|
|
printf("Failed to create GLFW window\n");
|
|
|
|
glfwTerminate();
|
2023-10-20 11:20:01 +02:00
|
|
|
exit(EXIT_GL);
|
2023-10-18 11:02:08 +02:00
|
|
|
}
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
|
|
|
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
|
|
|
printf("Failed to initialize GLAD\n");
|
2023-10-20 11:20:01 +02:00
|
|
|
exit(EXIT_GL);
|
2023-10-18 11:02:08 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
2023-10-20 11:20:01 +02:00
|
|
|
return window;
|
2023-10-19 16:15:28 +02:00
|
|
|
}
|
|
|
|
|
2023-10-20 11:20:01 +02:00
|
|
|
int mainWindow(ShaderProgram *shaderProgram, GLFWwindow *window) {
|
|
|
|
|
|
|
|
int result = 0;
|
2023-10-18 11:02:08 +02:00
|
|
|
|
2023-10-21 00:35:03 +02:00
|
|
|
BOOST_LOG_TRIVIAL(trace) << "Base program";
|
|
|
|
result = shaderProgram->run(window);
|
|
|
|
BOOST_LOG_TRIVIAL(trace) << "Left base program";
|
2023-10-18 11:02:08 +02:00
|
|
|
|
|
|
|
glfwTerminate();
|
2023-10-18 17:03:13 +02:00
|
|
|
return result;
|
2023-10-18 11:02:08 +02:00
|
|
|
}
|
2023-10-20 11:20:01 +02:00
|
|
|
|
|
|
|
void processInput(GLFWwindow *window) {
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
}
|