#include <iostream>
#define STBI_NO_SIMD
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <sstream>
#include "glm/glm.hpp"
class MyShader {
public:
unsigned int ID;
MyShader(const char* vertexPath, const char* fragmentPath);
void use();
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setVec4(const std::string& name, const glm::vec4& value) const;
};
MyShader::MyShader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode, fragmentCode;
std::ifstream vShaderFile, fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (const std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertexShader, fragmentShader;
int success;
char infoLog[512];
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vShaderCode, nullptr);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fShaderCode, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(ID, 512, nullptr, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void MyShader::use()
{
glUseProgram(ID);
}
void MyShader::setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void MyShader::setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void MyShader::setFloat(const std::string& name, float value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void MyShader::setVec4(const std::string& name, const glm::vec4& value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
int main()
{
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3,
};
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
glfwInit();
if (!glfwInit())
{
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
MyShader shader("shader/shader.vs", "shader/shader.fs");
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
int width, height, channels;
unsigned char* data = stbi_load("lena.jpg", &width, &height, &channels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.use();
float timeValue = glfwGetTime();
float greenValue = sin(timeValue) / 2.0f + 0.5f;
glm::vec4 color = glm::vec4(0.0f, greenValue, 0.0f, 1.0f);
shader.setVec4("ourColor", color);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shader.ID);
return 0;
}