Compare commits
12 Commits
Author | SHA1 | Date |
---|---|---|
Christoph J. Scherr | 93f4f716c0 | |
Christoph J. Scherr | 3c36684f41 | |
Christoph J. Scherr | fd7f680592 | |
Christoph J. Scherr | 5a5295231b | |
Christoph J. Scherr | 1fe0cc1d40 | |
Christoph J. Scherr | 743e7d14ca | |
Christoph J. Scherr | fe00f536bd | |
Christoph J. Scherr | 0820aa31ac | |
Christoph J. Scherr | 2c393b1851 | |
Christoph J. Scherr | b3acf81398 | |
Christoph J. Scherr | 001d795b73 | |
Christoph J. Scherr | f0cb371955 |
|
@ -5,3 +5,4 @@ CMakeDoxygenDefaults.cmake
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Makefile
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cmake_install.cmake
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bin/loader/loader
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lib/glfw
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|
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@ -30,7 +30,7 @@ source_group("sources" FILES ${PROJECT_SOURCES})
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source_group("vendors" FILES ${VENDORS_SOURCES})
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find_package(Boost 1.56 REQUIRED COMPONENTS
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program_options)
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program_options log)
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set(EXE_1_NAME loader)
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file(
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@ -41,7 +41,7 @@ set(CMAKE_BINARY_DIR "bin")
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add_executable(${EXE_1_NAME} ${EXE_1_SOURCES} ${PROJECT_HEADERS}
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${PROJECT_SHADERS} ${VENDORS_SOURCES})
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target_link_libraries(${EXE_1_NAME} glfw Boost::program_options)
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target_link_libraries(${EXE_1_NAME} glfw Boost::program_options Boost::log)
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target_include_directories(${EXE_1_NAME} PRIVATE include)
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set_target_properties(${EXE_1_NAME} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${EXE_1_NAME})
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1
build.sh
1
build.sh
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@ -5,4 +5,5 @@ cmake $flags .
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cmake --build .
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echo -e "running the program, passing the given args"
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echo -e "========================================"
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# shellcheck disable=SC2046 # Intended splitting of OPTIONS
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./run.sh $@
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@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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}
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1
run.sh
1
run.sh
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@ -1,3 +1,4 @@
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#!/bin/bash
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set -e
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# shellcheck disable=SC2046 # Intended splitting of OPTIONS
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./bin/loader/loader $@
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251
src/graphics.cpp
251
src/graphics.cpp
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@ -1,10 +1,251 @@
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#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string/case_conv.hpp>
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#include <boost/log/trivial.hpp>
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#include <exception>
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#include <glad/glad.c>
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// glad must be loaded before GLFW
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#include "graphics.hpp"
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#include <GLFW/glfw3.h> // Include the library header file here
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#include "main.hpp"
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void init() {
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// Use GLFW functions here
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#include <iostream>
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using namespace std;
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ShaderProgram::Base ShaderProgram::baseFromName(string name) {
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string lname = name;
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boost::algorithm::to_lower(lname); // yes, cpp needs a library to do this.
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// luckily I'm already using boost so I
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// don't need to worry too much about it.
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// can't do a switch over strings in cpp.
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if (lname == "empty") {
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return Empty;
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}
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if (lname == "triangle") {
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return Triangle;
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} else {
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BOOST_LOG_TRIVIAL(fatal) << "unknown base program \"" << name << "\"";
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exit(EXIT_USAGE);
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}
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}
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void draw() {
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// Use GLFW functions here
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/* class ShaderProgram Implementations */
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string ShaderProgram::baseName() {
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/*
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BOOST_LOG_TRIVIAL(debug) << "this->base: " << this->base
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<< " Base::Empty: " << Base::Empty
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<< " Base::Triangle: " << Base::Triangle;
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*/
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switch (this->base) {
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case ShaderProgram::Base::Empty:
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return "Empty";
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case ShaderProgram::Base::Triangle:
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return "Triangle";
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default:
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// this should never occur, as the switch case should cover all variants.
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throw std::runtime_error("Undefined base Program");
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}
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}
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/**
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* @param vertexSource C style string with NULL termination
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* @param fragSource C style string with NULL termination
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*/
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ShaderProgram::ShaderProgram(Base base, string vertexSource,
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string fragSource) {
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int success;
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char infoLog[512];
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const char *vertexSource_c = vertexSource.c_str();
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const char *fragSource_c = fragSource.c_str();
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this->base = base;
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BOOST_LOG_TRIVIAL(info) << "With base program \"" << this->baseName() << "\"";
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// NOTE: char arrays and char pointers are not actually the same.
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// glShaderSource requires a char[] as it appears. We pass the
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// variable by reference to avoid duplication in memory.
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BOOST_LOG_TRIVIAL(trace) << "creating empty shaders";
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this->vertex = glCreateShader(GL_VERTEX_SHADER);
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this->frag = glCreateShader(GL_FRAGMENT_SHADER);
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BOOST_LOG_TRIVIAL(trace) << "loading vertex shader";
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glShaderSource(this->vertex, 1, &vertexSource_c, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling vertex shader";
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glCompileShader(this->vertex);
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// check if it worked
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glGetShaderiv(this->vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(this->vertex, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not compile vertex shader:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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BOOST_LOG_TRIVIAL(trace) << "loading fragments shader";
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glShaderSource(this->frag, 1, &fragSource_c, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
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glCompileShader(this->frag);
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// check if it worked
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glGetShaderiv(this->frag, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(this->frag, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not compile fragments shader:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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// combine it all in a actual program
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this->program = glCreateProgram();
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glAttachShader(this->program, this->vertex);
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glAttachShader(this->program, this->frag);
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glLinkProgram(this->program);
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glGetProgramiv(this->program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(this->program, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not link shader program:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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// finalizing our setup
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glDeleteShader(this->vertex);
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glDeleteShader(this->frag);
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}
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/** defines the base program behavior.
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*
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* will be called in `mainWindow`.
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*/
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int ShaderProgram::run(GLFWwindow *window) {
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if (this->base == Triangle) {
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vTriangle[] = {
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // top
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};
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unsigned int VBOTriangle, VAOTriangle;
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glGenVertexArrays(1, &VAOTriangle);
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glGenBuffers(1, &VBOTriangle);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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glBindVertexArray(VAOTriangle);
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glBindBuffer(GL_ARRAY_BUFFER, VBOTriangle);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered
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// VBO as the vertex attribute's bound vertex buffer object so afterwards we
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// can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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glUseProgram(this->program);
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glBindVertexArray(VAOTriangle); // seeing as we only have a single VAO there's no
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// need to bind it every time, but we'll do so to
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// keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse
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// moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAOTriangle);
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glDeleteBuffers(1, &VBOTriangle);
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glDeleteProgram(this->program);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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} else // Empty
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{
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// use the compiled shader
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glUseProgram(this->program);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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return 0;
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}
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}
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|
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/* functions that run out graphics stuff */
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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GLFWwindow *initGl() {
|
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/* graphics stuff */
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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|
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GLFWwindow *window = glfwCreateWindow(800, 600, "Shader Loader", NULL, NULL);
|
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if (window == NULL) {
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printf("Failed to create GLFW window\n");
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glfwTerminate();
|
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exit(EXIT_GL);
|
||||
}
|
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glfwMakeContextCurrent(window);
|
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|
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
printf("Failed to initialize GLAD\n");
|
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exit(EXIT_GL);
|
||||
}
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
return window;
|
||||
}
|
||||
|
||||
int mainWindow(ShaderProgram *shaderProgram, GLFWwindow *window) {
|
||||
|
||||
int result = 0;
|
||||
|
||||
BOOST_LOG_TRIVIAL(trace) << "Base program";
|
||||
result = shaderProgram->run(window);
|
||||
BOOST_LOG_TRIVIAL(trace) << "Left base program";
|
||||
|
||||
glfwTerminate();
|
||||
return result;
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow *window) {
|
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
|
|
@ -1,9 +1,25 @@
|
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#ifndef GRAPHICS_HPP
|
||||
#define GRAPHICS_HPP
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <GLFW/glfw3.h> // Include the library header file here
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
void init();
|
||||
void draw();
|
||||
class ShaderProgram {
|
||||
public:
|
||||
enum Base { Empty, Triangle };
|
||||
std::string baseName();
|
||||
static Base baseFromName(std::string name);
|
||||
ShaderProgram(Base base, std::string vertexSource, std::string fragSource);
|
||||
int run(GLFWwindow* window);
|
||||
|
||||
protected:
|
||||
unsigned int vertex;
|
||||
unsigned int frag;
|
||||
Base base;
|
||||
unsigned int program;
|
||||
};
|
||||
int mainWindow(ShaderProgram* shaderProgramm, GLFWwindow* window);
|
||||
GLFWwindow* initGl();
|
||||
void processInput(GLFWwindow *window);
|
||||
#endif
|
||||
|
|
142
src/main.cpp
142
src/main.cpp
|
@ -1,7 +1,139 @@
|
|||
#include "graphics.hpp"
|
||||
#include <boost/log/trivial.hpp>
|
||||
#include <cstddef>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <fstream>
|
||||
#include <iomanip>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
int main() {
|
||||
init();
|
||||
draw();
|
||||
return 0;
|
||||
#include "main.hpp"
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
|
||||
/* declarations */
|
||||
int result = 0;
|
||||
|
||||
/* Parsing CLI Arguments */
|
||||
po::options_description desc("Available options");
|
||||
desc.add_options()("help,h", "show help")("verbose,v", "more verbose output")(
|
||||
"vert", po::value<string>()->required(), "vertex shader file")(
|
||||
"frag", po::value<string>()->required(), "fragment shader file")(
|
||||
"base,b", po::value<string>()->required(), "base program");
|
||||
|
||||
/* unused for now */
|
||||
po::positional_options_description pdesc;
|
||||
// NOTE: if you want to add a positional argument,
|
||||
// you need to create and option for it as it seems.
|
||||
/* pdesc.add("vert", 1); */
|
||||
/* pdesc.add("frag", 1); */
|
||||
|
||||
po::variables_map vm;
|
||||
try {
|
||||
|
||||
po::store(po::command_line_parser(argc, argv)
|
||||
.options(desc) // load options
|
||||
.positional(pdesc) // load positionals
|
||||
.run(),
|
||||
vm);
|
||||
po::notify(vm);
|
||||
if (vm.count("help") || argc < 3) {
|
||||
help(argv[0], desc);
|
||||
return 1;
|
||||
}
|
||||
} catch (po::error &e) {
|
||||
BOOST_LOG_TRIVIAL(fatal) << e.what() << endl << endl;
|
||||
help(argv[0], desc);
|
||||
return EXIT_USAGE;
|
||||
}
|
||||
|
||||
// set boost log level to trace on verbose
|
||||
// TODO: -v should decrease the default log level by 1 but be repeatable.
|
||||
// (default should be info)
|
||||
if (vm.count("verbose")) {
|
||||
boost::log::core::get()->set_filter(boost::log::trivial::severity >=
|
||||
boost::log::trivial::trace);
|
||||
BOOST_LOG_TRIVIAL(trace)
|
||||
<< "verbose flag found, setting log level to trace";
|
||||
}
|
||||
|
||||
/* init graphics stuff */
|
||||
GLFWwindow *window = initGl();
|
||||
if (result != 0) {
|
||||
return EXIT_GL;
|
||||
}
|
||||
|
||||
/* find the requested */
|
||||
ShaderProgram::Base base =
|
||||
ShaderProgram::baseFromName(vm["base"].as<string>());
|
||||
|
||||
/* setup the shader program */
|
||||
BOOST_LOG_TRIVIAL(trace) << "Reading shader files";
|
||||
ifstream fvert(vm["vert"].as<string>());
|
||||
ifstream ffrag(vm["frag"].as<string>());
|
||||
if (fvert.fail()) {
|
||||
BOOST_LOG_TRIVIAL(fatal) << "failed to read vertex shader file";
|
||||
exit(EXIT_IO);
|
||||
}
|
||||
if (ffrag.fail()) {
|
||||
BOOST_LOG_TRIVIAL(fatal) << "failed to read fragments shader file";
|
||||
exit(EXIT_IO);
|
||||
}
|
||||
string buf;
|
||||
string vert;
|
||||
string frag;
|
||||
while(!fvert.eof()) {
|
||||
getline(fvert, buf);
|
||||
vert.append(buf + "\n");
|
||||
}
|
||||
while(!ffrag.eof()) {
|
||||
getline(ffrag, buf);
|
||||
frag.append(buf + "\n");
|
||||
}
|
||||
// get file sizes
|
||||
BOOST_LOG_TRIVIAL(trace) << "Reading shader file sizes";
|
||||
BOOST_LOG_TRIVIAL(debug) << "vert file:\n```glsl\n"
|
||||
<< vert << "```\n"
|
||||
<< vert.size() << "B";
|
||||
BOOST_LOG_TRIVIAL(debug) << "frag file:\n```glsl\n"
|
||||
<< frag << "```\n"
|
||||
<< frag.size() << "B";
|
||||
fvert.close();
|
||||
ffrag.close();
|
||||
|
||||
BOOST_LOG_TRIVIAL(trace) << "Creating ShaderProgram";
|
||||
|
||||
// TODO: determinde ShaderProgram::Base with a CLI arg
|
||||
ShaderProgram shaderProgram(base, vert, frag);
|
||||
|
||||
/* Run our main program */
|
||||
BOOST_LOG_TRIVIAL(trace) << "Starting mainWindow";
|
||||
result = mainWindow(&shaderProgram, window);
|
||||
BOOST_LOG_TRIVIAL(trace) << "mainWindow stopped, goodbye";
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void help(char *prog, po::options_description desc) {
|
||||
cout << "Usage:" << endl
|
||||
<< prog
|
||||
<< " [-vh] [--vert] shaders/vertex.glsl [--frag] shaders/fragment.glsl"
|
||||
<< endl
|
||||
<< endl
|
||||
<< "return values:" << endl
|
||||
<< "0\tSuccess" << endl
|
||||
<< "1\tGeneric Failure" << endl
|
||||
<< "2\tBad arguments" << endl
|
||||
<< "3\tI/O Error" << endl
|
||||
<< "4\tOpenGL Error" << endl
|
||||
<< "5\tShader Source Error" << endl
|
||||
<< endl
|
||||
<< endl
|
||||
<< "base programs:" << endl
|
||||
<< "Empty\t\t-\tEmpty window with colored background" << endl
|
||||
<< "Triangle\t-\tA static Triangle" << endl
|
||||
<< endl
|
||||
<< endl
|
||||
<< desc << endl;
|
||||
// NOTE: constants for the error codes are defined in main.hpp
|
||||
}
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
#ifndef MAIN_HPP
|
||||
#define MAIN_HPP
|
||||
#include <boost/program_options.hpp>
|
||||
#include <boost/program_options/parsers.hpp>
|
||||
#include <boost/program_options/positional_options.hpp>
|
||||
#include <boost/program_options/variables_map.hpp>
|
||||
#include <boost/log/core.hpp>
|
||||
#include <boost/log/trivial.hpp>
|
||||
#include <boost/log/expressions.hpp>
|
||||
|
||||
#include "graphics.hpp"
|
||||
|
||||
// EXIT_FAILURE and EXIT_SUCCESS are defined in cstdlib
|
||||
const int EXIT_USAGE = 2;
|
||||
const int EXIT_IO = 3;
|
||||
const int EXIT_GL = 4;
|
||||
const int EXIT_SHADER = 5;
|
||||
|
||||
namespace po = boost::program_options;
|
||||
using namespace std;
|
||||
|
||||
int main(int argc, char **argv);
|
||||
|
||||
void help(char *prog, po::options_description desc);
|
||||
#endif
|
Loading…
Reference in New Issue