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ex02_shader_introduction.cpp
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ex02_shader_introduction.cpp
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#include <application.hpp>
#include <iostream>
#include <fstream>
#include <cassert>
#pragma region helper_functions
// Reads a file using a path and returns the file text in a string.
std::string read_file(const char* filename){
std::ifstream fin(filename);
if(fin.fail()){
std::cerr << "Unable to open shader file: " << filename << std::endl;
std::exit(-1);
}
return std::string(std::istreambuf_iterator<char>(fin), std::istreambuf_iterator<char>());
}
void checkShaderCompilationErrors(GLuint shader){
//Check and log for any error in the compilation process.
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status); // Takes a shader and returns the status of this shader program.
if(!status){ // If there is a status (status != 0):
GLint length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); // Get the error length (char array length).
char* logStr = new char[length];
glGetShaderInfoLog(shader, length, nullptr, logStr); // Get the error char array.
std::cerr << "ERROR:" << logStr << std::endl; // print the char array of the log error.
delete[] logStr;
std::exit(-1);
}
}
void checkProgramLinkingErrors(GLuint program){
//Check and log for any error in the linking process.
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status); // Takes a shader program (vertex & fragment) and returns the status of this shader program.
if (!status) // If there is a status (status != 0):
{
GLint length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length); // Get the error length (char array length).
char* logStr = new char[length];
glGetProgramInfoLog(program, length, nullptr, logStr); // Get the error char array.
std::cerr << "LINKING ERROR: " << logStr << std::endl; // print the char array of the log error.
delete[] logStr;
std::exit(-1);
}
}
#pragma endregion
void attachShader(GLuint program, const char* filename, GLenum shader_type){
// 1. Reads the shader from file, compiles it,
std::string source_code = read_file(filename);
const char* source_code_as_c_str = source_code.c_str();
// 2. Pass the program as a string to the GPU and then compile it.
GLuint shader = glCreateShader(shader_type);
// Function parameter:
// shader (GLuint): shader object name.
// count (GLsizei): number of strings passed in the third parameter. We only have one string here.
// string (const GLchar**): an array of source code strings.
// lengths (const GLint*): an array of string lengths for each string in the third parameter. if null is passed,
// then the function will deduce the lengths automatically by searching for '\0'.
glShaderSource(shader, 1, &source_code_as_c_str, nullptr);
glCompileShader(shader);
// 3. Check for any Compilation errors.
checkShaderCompilationErrors(shader);
// 4. Attach this shader to the program if no errors found in shader.
glAttachShader(program, shader);
// 5. Delete the shader as it is already attached to the program.
glDeleteShader(shader);
}
// The ingerited class from "Application" to this example.
class ShaderIntroductionApplication : public our::Application {
// These unsigned integers represent the way we communicate with the GPU.
// They act like a name (or, in other words, an ID).
// These uint are passed to the GL header functions to tell the GL which OpenGL object
// we are referring to. Also the values are set by the GL functions when passed by reference.
GLuint program = 0, vertex_array = 0;
// We need a window with title: "Shader Introduction", size: {1280, 720}, not full screen.
our::WindowConfiguration getWindowConfiguration() override {
return { "Shader Introduction", {1280, 720}, false };
}
void onInitialize() override {
program = glCreateProgram(); // We ask GL to create a program for us and return a uint that we will use it by.
// (act as a pointer to the created program).
attachShader(program, "assets/shaders/ex02_shader_introduction/triangle.vert", GL_VERTEX_SHADER); // read the vertex shader and attach it to the program.
attachShader(program, "assets/shaders/ex02_shader_introduction/red.frag", GL_FRAGMENT_SHADER); // read the fragment shader and attach it to the program.
glLinkProgram(program); // Link the vertex and fragment shader together.
checkProgramLinkingErrors(program); // Check if there is any link errors between the fragment shader and vertex shader.
glGenVertexArrays(1, &vertex_array); // Ask GL to create a vertex array to easily create a triangle.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set the clear color
}
void onDraw(double deltaTime) override {
glClear(GL_COLOR_BUFFER_BIT); // Clear the frame buffer (back buffer of the window)
glUseProgram(program); // Ask GL to use this program for the upcoming operations.
// Every shader and rendering call after glUseProgram will now use this program object (and the shaders).
glBindVertexArray(vertex_array); // Binding is like selecting which object to use.
// Note that we need to bind a vertex array to draw
// Even if that vertex array does not send any data down the pipeline
// Sends vertices down the pipeline for drawing
// Parameters:
// mode (GLenum): what primitives to draw. GL_TRIANGLES will combine each 3 vertices into a triangle.
// first (GLint): the index of the first vertex to draw. It is useless here since we are not receiving data through the vertex array.
// count (GLsizei): How many vertices to send to the pipeline. Since we are sending 3 vertices only, only one triangle will be drawn.
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // Unbind the buffer.
}
void onDestroy() override {
glDeleteProgram(program); // Cleaning up the program we compiled and saved.
glDeleteVertexArrays(1, &vertex_array); // Clean up the array we allocated Params: (n: number of vertex array objects, array containing the n addresses of the objects)
}
};
int main(int argc, char** argv) {
return ShaderIntroductionApplication().run();
}