#ifndef MAIN_CPP #include #include #include #include // I am using standart library RNG because I am lazy and wanted to create quick code snippet // upgrade to this: https://arvid.io/2018/06/30/on-cxx-random-number-generator-quality/ whenever, if ever I feel like it #include // for std::chrono #include "constants.hpp" void configureGLFW() { // first argument tells us what option to configure // second is to what we set the value of this option // see: https://www.glfw.org/docs/latest/window.html#window_hints glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // we set GLFW to 3.3 CORE // core profile gives us access to smaller subset of OGL without backwards compatible features // if we are on Mac OS X we need this for our code to work #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif } void instantiateGLFWwindow() { // Initialize GLFW glfwInit(); configureGLFW(); } GLFWwindow* createWindowObject() { // First two arguments are width and height // Third is the name of the window // We ignore last two GLFWwindow* window = glfwCreateWindow(constants::MAIN_WINDOW_WIDTH, constants::MAIN_WINDOW_HEIGHT, constants::MAIN_WINDOW_NAME, NULL, NULL); return window; } int initializeGLAD() { // we load address of OGL OS-specific function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } return 0; } // resizes viewport when user resizes window void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } void viewPort(GLFWwindow* window) { // We tell OGL size of rendering window // First two define left corner of window // 3th and 4th width and height of rendering window // we could set them to be smaller than window dimension, ogl rendering will be then displayed in smaller window glViewport(0, 0, constants::MAIN_WINDOW_WIDTH, constants::MAIN_WINDOW_HEIGHT); // processed coordinates are between -1 and 1 so here we map: // (-1 to 1) to (0, constants::MAIN_WINDOW_WIDTH) and (0, constants::MAIN_WINDOW_HEIGHT) glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // we call framebuffer_size_callback on every window resize } void processInput(GLFWwindow *window) { // glfwGetKey takes window and key as an input and checks is currently being pressed // if the user pressed escape we close window if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if(glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } int shaderProgramLinkingSuccessful(const unsigned int shaderProgram) { // check if compilation was successful // int because glGetShaderiv requires int int successfulLinking; // here we store info about compilation char infoLog[512]; // check if compilation was successful glGetProgramiv(shaderProgram, GL_LINK_STATUS, &successfulLinking); // if not display compilation log if(!successfulLinking) { glGetProgramInfoLog(shaderProgram, sizeof(infoLog) / sizeof(infoLog[0]), NULL, infoLog); std::cout << "ERROR shaderProgram compilation failed \n" << infoLog << std::endl; } return successfulLinking; } int shaderCompilationSuccessful(const unsigned int shader) { // check if compilation was successful // int because glGetShaderiv requires int int successfulCompilation; // here we store info about compilation char infoLog[512]; // check if compilation was successful glGetShaderiv(shader, GL_COMPILE_STATUS, &successfulCompilation); // if not display compilation log if(!successfulCompilation) { glGetShaderInfoLog(shader, sizeof(infoLog) / sizeof(infoLog[0]), NULL, infoLog); std::cout << "ERROR vertex shader compilation failed \n" << infoLog << std::endl; } return successfulCompilation; } unsigned int compileShader(const GLenum shaderType, const char * shaderSource) { // we create vertex shader and assign its id to shader variable unsigned int shaderID; shaderID = glCreateShader(GL_VERTEX_SHADER); // attach shader source code to shader object // from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as NULL) glShaderSource(shaderID, 1, &shaderSource, NULL); // compile shader glCompileShader(shaderID); if(!shaderCompilationSuccessful(shaderID)) return 0; return shaderID; } void drawTriangle() { // we specify three vertices // each of them with position in 3d space // x y z const float triangleVertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; // stores vertices in gpu memory unsigned int vertexBufferObject; // this is open gl object so we refer it by its ID generated here and stored in vertexBufferObject variable glGenBuffers(1, &vertexBufferObject); // buffer type of vertex buffer object is GL_ARRAY_BUFFER glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); // now whenever we change GL_ARRAY_BUFFER we change bound buffer vertexBufferObject /* we copy vertex data into buffer memory GL_STREAM_DRAW: the data is set only once and used by the GPU at most a few times. GL_STATIC_DRAW: the data is set only once and used many times. GL_DYNAMIC_DRAW: the data is changed a lot and used many times. */ glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW); unsigned int vertexShader = compileShader(GL_VERTEX_SHADER, constants::vertexShaderSource); if(vertexShader == 0) return; unsigned int fragmentShader = compileShader(GL_FRAGMENT_SHADER, constants::fragmentShaderSource); if(fragmentShader == 0) return; // link shader objects into shader program // will store shader program id unsigned int shaderProgram; // creates program shaderProgram = glCreateProgram(); // attachShaders glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); // link shaders glLinkProgram(shaderProgram); if(!shaderProgramLinkingSuccessful(shaderProgram)) return; // activate program // after that every shader and rendering call will use this program object glUseProgram(shaderProgram); // delete shaders (they are linked into shaderProgram and we do not need them anymore) glDeleteShader(vertexShader); glDeleteShader(fragmentShader); } void renderLoop(GLFWwindow* window) { // glfwWindowShouldClose checks if GLFW was instructed to close while(!glfwWindowShouldClose(window)) { // input processInput(window); // We specify the color to clear the screen with // RGB and alpha value glClearColor( constants::LEARN_OPEN_GL_COLOR.red, constants::LEARN_OPEN_GL_COLOR.green, constants::LEARN_OPEN_GL_COLOR.blue, constants::LEARN_OPEN_GL_COLOR.alpha); // There is GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT glClear(GL_COLOR_BUFFER_BIT); // swaps buffer containing color values of each pixel in window // there is front buffer (final image) and back buffer (where all rendering commands draw to) // when back buffer is ready we swap it with front buffer to eliminate flickering glfwSwapBuffers(window); // glfwPollEvents checks if any event (like mouse/keyboard input was triggered), updates window state and calls functions (which we register via callback methods) glfwPollEvents(); drawTriangle(); } } int main() { instantiateGLFWwindow(); GLFWwindow* window = createWindowObject(); // function returns GLFWWindow object if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } // we make context of this window main context of current thread glfwMakeContextCurrent(window); if(initializeGLAD() == -1) return -1; viewPort(window); renderLoop(window); // clean GLFW resources glfwTerminate(); return 0; } #endif