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3_ShaderBasic.cpp
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#include <iostream>
#include <string>
#include <fstream>
#include <GL/glew.h>
#include <SDL.h>
using namespace std;
SDL_Window* window;
SDL_GLContext gl;
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
GLuint gScale;
GLfloat scale;
bool chk;
GLuint VAO, VBO;
string LoadFile(string path)
{
string line, output;
output = "";
ifstream in(path.c_str());
if(!in.is_open())
{
cout << "Can't Load File " << path << endl;
return output;
}else{
while(in.good())
{
getline(in, line);
output.append(line+"\n");
}
}
return output;
}
GLuint CompileShader(string text, unsigned int shaderType)
{
GLuint shader = glCreateShader(shaderType);
const char* source[1];
source[0] = text.c_str();
GLint length[1];
length[0] = text.length();
glShaderSource(shader, 1, source, length);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
GLchar error[1024];
glGetShaderInfoLog(shader, 1024, NULL, error);
cout << error << endl;
}
return shader;
}
void LoadShader(string _vertexShader, string _fragmentShader)
{
program = glCreateProgram();
vertexShader = CompileShader(LoadFile(_vertexShader), GL_VERTEX_SHADER);
fragmentShader = CompileShader(LoadFile(_fragmentShader), GL_FRAGMENT_SHADER);
if(vertexShader == NULL && fragmentShader == NULL)
{
cout << "Compile Shader Fail." << endl;
}else{
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if(!success)
{
GLchar error[1024];
glGetProgramInfoLog(program, 1024, NULL, error);
cout << error << endl;
}
}
}
void Init()
{
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Init(SDL_INIT_EVERYTHING);
window = SDL_CreateWindow("Shader Basic", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL);
gl = SDL_GL_CreateContext(window);
glewInit();
SDL_GL_SetSwapInterval(0);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
LoadShader("shader/Shader2.vs", "shader/Shader2.fs");
}
void Start()
{
gScale = glGetUniformLocation(program, "scale");
scale = 0.5f;
chk = false;
GLfloat vec[] = {
-1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vec), vec, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
void Update()
{
if(!chk)
{
scale += 0.0001f;
if(scale >= 1.0f)
{
scale = 1.0f;
chk = true;
}
}else{
scale -= 0.0001f;
if(scale <= 0.5f)
{
scale = 0.5f;
chk = false;
}
}
glUseProgram(program);
glUniform1f(gScale, scale);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void Close()
{
glDetachShader(program, vertexShader);
glDeleteShader(vertexShader);
glDetachShader(program, fragmentShader);
glDeleteShader(fragmentShader);
glDeleteProgram(program);
SDL_GL_DeleteContext(gl);
SDL_DestroyWindow(window);
window = NULL;
}
int main(int argc, char* argv[])
{
Init();
Start();
bool quit = false;
SDL_Event e;
while(!quit)
{
while(SDL_PollEvent(&e) != 0)
{
if(e.type == SDL_QUIT)
{
quit = true;
break;
}
else if(e.type == SDL_KEYDOWN)
{
if(e.key.keysym.sym == SDLK_ESCAPE)
{
quit = true;
break;
}
}
}
glClear(GL_COLOR_BUFFER_BIT);
Update();
SDL_GL_SwapWindow(window);
}
Close();
return 0;
}