/* Simplified OpenGL 4.5 demo * Seth Long, Fall 2020 * This is a *very* short demo which displays a triangle * Many of these functions can fail, and return error values * I doubt it can be done much shorter without leaving vertices in only main memory or some such */ #include #include #include #include #include #include #include #include #include #include "scolor.hpp" using namespace glm; float height = 1080; float width = 1920; // Will be used for a lot of stuff throughout the demo // NOTE: general_buffer is NOT thread safe. Don't try to load shaders in parallel! // NOTE on the NOTE: You probably shouldn't do that anyway! #define GBLEN (1024*32) char *general_buffer; GLuint make_shader(const char *filename, GLenum shaderType){ int fd = open(filename, O_RDONLY); size_t readlen = read(fd, general_buffer, GBLEN); close(fd); if(readlen == GBLEN){ printf(RED("Buffer Length of %d bytes Inadequate for File %s\n").c_str(), GBLEN, filename); return 0; } general_buffer[readlen] = 0; printf(DGREEN("Read shader in file %s (%d bytes)\n").c_str(), filename, readlen); puts(general_buffer); unsigned int s_reference = glCreateShader(shaderType); glShaderSource(s_reference, 1, (const char**)&general_buffer, 0); glCompileShader(s_reference); glGetShaderInfoLog(s_reference, GBLEN, NULL, general_buffer); puts(general_buffer); GLint compile_ok; glGetShaderiv(s_reference, GL_COMPILE_STATUS, &compile_ok); if(compile_ok){ puts(GREEN("Compile Success").c_str()); return s_reference; } puts(RED("Compile Failed\n").c_str()); return 0; } GLuint make_program(const char* v_file, const char* tcs_file, const char* tes_file, const char* g_file, const char* f_file){ unsigned int vs_reference = make_shader(v_file, GL_VERTEX_SHADER); unsigned int tcs_reference = 0, tes_reference = 0; if(tcs_file) if(!(tcs_reference = make_shader(tcs_file, GL_TESS_CONTROL_SHADER))) return 0; if(tes_file) if(!(tes_reference = make_shader(tes_file, GL_TESS_EVALUATION_SHADER))) return 0; unsigned int gs_reference = 0; if(g_file) gs_reference = make_shader(g_file, GL_GEOMETRY_SHADER); unsigned int fs_reference = make_shader(f_file, GL_FRAGMENT_SHADER); if(!(vs_reference && fs_reference)) return 0; if(g_file && !gs_reference) return 0; unsigned int program = glCreateProgram(); glAttachShader(program, vs_reference); if(g_file) glAttachShader(program, gs_reference); if(tcs_file) glAttachShader(program, tcs_reference); if(tes_file) glAttachShader(program, tes_reference); glAttachShader(program, fs_reference); glLinkProgram(program); GLint link_ok; glGetProgramiv(program, GL_LINK_STATUS, &link_ok); if(!link_ok){ glGetProgramInfoLog(program, GBLEN, NULL, general_buffer); puts(general_buffer); puts(RED("Link Failed").c_str()); return 0; } return program; } void resize(GLFWwindow*, int new_width, int new_height){ width = new_width; height = new_height; printf("Window resized, now %f by %f\n", width, height); glViewport(0, 0, width, height); } int main(int argc, char ** argv){ general_buffer = (char*)malloc(GBLEN); glfwInit(); GLFWwindow* window = glfwCreateWindow(width, height, "Simple OpenGL 4.0+ Demo", 0, 0); glfwSetFramebufferSizeCallback(window, resize); glfwMakeContextCurrent(window); glewInit(); // Initialization part float vertices[] = { // front -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // back -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, }; unsigned int vbuf; glGenBuffers(1, &vbuf); glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbuf); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); float colors[] = { // front colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, // back colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, }; unsigned int cbuf; glGenBuffers(1, &cbuf); glBindBuffer(GL_SHADER_STORAGE_BUFFER, cbuf); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW); GLushort cube_elements[] = { // front 0, 1, 2, 2, 3, 0, // top 1, 5, 6, 6, 2, 1, // back 7, 6, 5, 5, 4, 7, // bottom 4, 0, 3, 3, 7, 4, // left 4, 5, 1, 1, 0, 4, // right 3, 2, 6, 6, 7, 3, }; unsigned int ebuf; glGenBuffers(1, &ebuf); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebuf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), cube_elements, GL_STATIC_DRAW); GLuint program = make_program("vertex_shader.glsl", "tess_control.glsl", "tess_eval.glsl", 0, "fragment_shader.glsl"); if(!program) return 1; unsigned int v_attrib = glGetAttribLocation(program, "in_vertex"); unsigned int c_attrib = glGetAttribLocation(program, "in_color"); unsigned int mvp_uniform = glGetUniformLocation(program, "mvp"); unsigned int m_uniform = glGetUniformLocation(program, "model"); int count = 0; glUseProgram(program); glEnableVertexAttribArray(v_attrib); glBindBuffer(GL_ARRAY_BUFFER, vbuf); glVertexAttribPointer(v_attrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(c_attrib); glBindBuffer(GL_ARRAY_BUFFER, cbuf); glVertexAttribPointer(c_attrib, 3, GL_FLOAT, GL_FALSE, 0, 0); int size; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glEnable(GL_DEPTH_TEST); while(!glfwWindowShouldClose(window)){ count++; glfwPollEvents(); glClearColor(0, 0, 0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT); glm::vec3 axis_y(0, 1, 0); glm::mat4 model = glm::rotate(glm::mat4(1.0f), 1 * count/100.0f, glm::vec3(1, 1, 0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 4 + (1 * sin(count / 50.0))), glm::vec3(0, 0, 0), axis_y); glm::mat4 projection = glm::perspective(45.0f, width/height, 0.1f, 1000.0f); glm::mat4 mvp = projection * view * model; glUniformMatrix4fv(m_uniform, 1, 0, glm::value_ptr(model)); glUniformMatrix4fv(mvp_uniform, 1, 0, glm::value_ptr(mvp)); glPatchParameteri(GL_PATCH_VERTICES, 3); glDrawElementsInstanced(GL_PATCHES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0, 1); { mat4 tmodel = translate(mat4(1.0f), vec3(-3, 0, 0)); tmodel = rotate(tmodel, 1 * count/100.0f, vec3(1, 1, 0)); mat4 mvp = projection * view * tmodel; glUniformMatrix4fv(m_uniform, 1, 0, glm::value_ptr(model)); glUniformMatrix4fv(mvp_uniform, 1, 0, glm::value_ptr(mvp)); glPatchParameteri(GL_PATCH_VERTICES, 3); glDrawElementsInstanced(GL_PATCHES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0, 1); } glfwSwapBuffers(window); } glDeleteProgram(program); glfwDestroyWindow(window); glfwTerminate(); free(general_buffer); } // g++ load_object.cpp -lGL -lglfw -lGLEW