#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
using namespace std;
#include "Render.h"
#include "VertexBuffer.h"
#include "IndexBuffer.h"
#include "VertexArray.h"
#include "VertexBufferLayout.h"
#include "Shader.h"
struct ShaderProgramSource
{
std::string VertexSource;
std::string FragementSource;
};
static ShaderProgramSource ParseShader(const std::string filepath)
{
std::ifstream stream(filepath);
enum class ShaderType
{
NONE = -1,VERTEX = 0,FRAGMENT = 1
};
std::string line;
std::stringstream ss[2];
ShaderType type = ShaderType::NONE;
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos)
{
if (line.find("vertex") != std::string::npos)
{
type = ShaderType::VERTEX;
}
else if (line.find("fragment") != std::string::npos)
{
type = ShaderType::FRAGMENT;
}
}
else
{
ss[int(type)] << line <<'\n';
}
}
return { ss[0].str(),ss[1].str() };
}
static unsigned int CompileShader(unsigned int type, const::std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to Compile" << (type == GL_VERTEX_SHADER ? "VERTEX" : "FRAGMENT") << endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned CreateShader(const::std::string& vertexShader,const std::string fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
if (!glfwInit()) return -1;
window = glfwCreateWindow(649, 480, "hello world", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
{
std::cout << "Error!" << std::endl;
}
unsigned int buffer;
float position[] = {
-0.5,-0.5f,
0.0,0.5,
0.5,-0.5
};
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), position, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
unsigned int shader = CreateShader(source.VertexSource, source.FragementSource);
glUseProgram(shader);
/**/
std::cout << source.VertexSource << endl;
std::cout << source.FragementSource << endl;
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteShader(shader);
glfwTerminate();
return 0;
}