256 lines
7.6 KiB
C++

// glad and GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// glm math
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <fstream>
#include <sstream>
#include <stdio.h>
#include <stdlib.h>
#define VERTEX_FILE "./shaders/vertex.glsl"
#define FRAGMENT_FILE "./shaders/fragment.glsl"
#define COMPUTE_FILE "./shaders/compute.glsl"
const float SCR_WIDTH = 1200.0f;
const float SCR_HEIGHT = 1200.0f;
// Shader loader helper
std::string loadShaderSource(const std::string& filepath) {
std::ifstream file(filepath);
if (!file.is_open()) {
std::cerr << "Failed to open shader file: " << filepath << std::endl;
return "";
}
std::stringstream buffer;
std::cout << "Loaded " << filepath << " successfully!\n";
buffer << file.rdbuf();
return buffer.str();
}
GLuint compileShader(GLenum type, const std::string& source) {
GLuint shader = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(shader, 1, &src, nullptr);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
std::cerr << "Shader compilation failed:\n" << infoLog << std::endl;
exit(10);
}
return shader;
}
GLuint createShaderProgram(const std::string& vertexPath, const std::string& fragmentPath) {
std::string vertexSrc = loadShaderSource(vertexPath);
std::string fragmentSrc = loadShaderSource(fragmentPath);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSrc);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSrc);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
std::cerr << "Shader linking failed:\n" << infoLog << std::endl;
exit(11);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
}
GLuint createComputeProgram(const std::string& computePath) {
std::string computeSrc = loadShaderSource(computePath);
GLuint computeShader = compileShader(GL_COMPUTE_SHADER, computeSrc);
GLuint program = glCreateProgram();
glAttachShader(program, computeShader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
std::cerr << "Compute shader linking failed:\n" << infoLog << std::endl;;
}
glDeleteShader(computeShader);
return program;
}
int main() {
// Initialize GLFW
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 16); // 16x MSAA
GLFWwindow* window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "OpenGL Template", nullptr, nullptr);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cerr << "Failed to initialize GLAD\n";
return -1;
}
glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT);
//DEBUG
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
// ERROR: macOS does not support compute shaders in OpenGL < 4.3.
// GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
// ----- Vertex Data -----
// Cube
// Positions
float vertices[] = {
// positions
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f
};
unsigned int indices[] = {
0, 1, 2,
2, 3, 0
};
GLuint VAO, VBO, EBO;
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);
// position - VERTEX SHADER
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
glEnableVertexAttribArray(0);
// color - FRAGMENT SHADER
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER,0);
// glBindVertexArray(0);
// Load shaders
GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
// Check if shader program was created successfully
if (shaderProgram == 0) {
std::cerr << "Failed to create shader programs.\n";
return -1;
}
// Caulculate model, view, projection matrices
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.0f));
glm::mat4 projection = glm::perspective(glm::radians(45.0f), SCR_WIDTH/SCR_HEIGHT, 0.1f, 100.0f);
GLuint modelLoc = (unsigned int) glGetUniformLocation(shaderProgram, "model");
GLuint viewLoc = (unsigned int) glGetUniformLocation(shaderProgram, "view");
GLuint projLoc = (unsigned int) glGetUniformLocation(shaderProgram, "projection");
glUseProgram(shaderProgram);
glUniformMatrix4fv((int) modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv((int) viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv((int) projLoc, 1, GL_FALSE, glm::value_ptr(projection));
GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
GLint directionLoc = glGetUniformLocation(shaderProgram, "u_direction");
GLint oscilationLoc = glGetUniformLocation(shaderProgram, "u_oscilator");
glEnable(GL_MULTISAMPLE);
float oscillation = 5.0f;
// Render loop
while (!glfwWindowShouldClose(window)) {
static float direction = 1.0f;
static int frameCount = 0;
static unsigned char invert = 0;
float timeValue = (float)glfwGetTime();
// Input
glfwPollEvents();
if (frameCount++ % 24 == 0) {
if (oscillation > 40) invert = 1;
if (oscillation < 5) invert = 0;
if (invert) oscillation -= 0.01f;
else oscillation += 0.001f;
// Debug
// std::cout << "Oscillation: " << oscillation << "\t";
// std::cout << "Invert: " << invert << std::endl;
direction = rand() % 50; // change direction every 300 frames
}
glUniform1f(timeLoc, timeValue);
glUniform1f(directionLoc, direction);
glUniform1f(oscilationLoc, oscillation);
glClearColor(0.01f, 0.01f, 0.01f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);
glUseProgram(shaderProgram);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
glDeleteBuffers(1,&EBO);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}