openGL3

#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;
}

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