get the build process working

This commit is contained in:
Michael Zhang 2023-04-03 22:02:17 -05:00
parent 66ccaecd8f
commit 4e550893bb
Signed by: michael
GPG key ID: BDA47A31A3C8EE6B
5 changed files with 356 additions and 296 deletions

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@ -1,2 +1,3 @@
/build
/result*
.cache

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# Set the minimum required version of cmake for this project
cmake_minimum_required (VERSION 3.1)
# Generate the `compile_commands.json` file.
set(CMAKE_EXPORT_COMPILE_COMMANDS ON CACHE INTERNAL "")
if(CMAKE_EXPORT_COMPILE_COMMANDS)
set(CMAKE_CXX_STANDARD_INCLUDE_DIRECTORIES
${CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES})
endif()
# Create a project called 'HW2a'
project(HW2a)

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build/compile_commands.json

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// Skeleton code for hw2a
// Based on example code from: Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
// Based on example code from: Interactive Computer Graphics: A Top-Down
// Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <iostream>
#include <math.h>
#include <sstream>
#include <stdio.h>
#include <stdlib.h>
#define DEBUG_ON 0 // repetitive of the debug flag in the shader loading code, included here for clarity only
#define DEBUG_ON \
0 // repetitive of the debug flag in the shader loading code, included here
// for clarity only
// This file contains the code that reads the shaders from their files and compiles them
// This file contains the code that reads the shaders from their files and
// compiles them
#include "ShaderStuff.hpp"
//----------------------------------------------------------------------------
// initialize some basic structure types
typedef struct {
GLfloat x, y;
GLfloat x, y;
} FloatType2D;
typedef struct {
GLfloat r, g, b;
GLfloat r, g, b;
} ColorType3D;
GLfloat M[16]; // general transformation matrix
@ -33,201 +34,244 @@ GLint m_location;
GLdouble mouse_x, mouse_y;
GLint window_width = 500;
GLint window_height = 500;
GLdouble pi = 4.0*atan(1.0);
GLdouble pi = 4.0 * atan(1.0);
GLFWcursor *hand_cursor, *arrow_cursor; // some different cursors
GLint NVERTICES = 9; // part of the hard-coded model
//----------------------------------------------------------------------------
// function that is called whenever an error occurs
static void
error_callback(int error, const char* description){
fputs(description, stderr); // write the error description to stderr
static void error_callback(int error, const char *description) {
fputs(description, stderr); // write the error description to stderr
}
//----------------------------------------------------------------------------
// function that is called whenever a keyboard event occurs; defines how keyboard input will be handled
static void
key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) // checks to see if the escape key was pressed
glfwSetWindowShouldClose(window, GL_TRUE); // closes the window
// function that is called whenever a keyboard event occurs; defines how
// keyboard input will be handled
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mods) {
if (key == GLFW_KEY_ESCAPE &&
action == GLFW_PRESS) // checks to see if the escape key was pressed
glfwSetWindowShouldClose(window, GL_TRUE); // closes the window
}
//----------------------------------------------------------------------------
// function that is called whenever a mouse or trackpad button press event occurs
static void
mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
glfwGetCursorPos(window, &mouse_x, &mouse_y);
// Check which mouse button triggered the event, e.g. GLFW_MOUSE_BUTTON_LEFT, etc.
// and what the button action was, e.g. GLFW_PRESS, GLFW_RELEASE, etc.
// (Note that ordinary trackpad click = mouse left button)
// Also check if any modifier keys were active at the time of the button press, e.g. GLFW_MOD_ALT, etc.
// Take the appropriate action, which could (optionally) also include changing the cursor's appearance
// function that is called whenever a mouse or trackpad button press event
// occurs
static void mouse_button_callback(GLFWwindow *window, int button, int action,
int mods) {
glfwGetCursorPos(window, &mouse_x, &mouse_y);
// Check which mouse button triggered the event, e.g. GLFW_MOUSE_BUTTON_LEFT,
// etc. and what the button action was, e.g. GLFW_PRESS, GLFW_RELEASE, etc.
// (Note that ordinary trackpad click = mouse left button)
// Also check if any modifier keys were active at the time of the button
// press, e.g. GLFW_MOD_ALT, etc. Take the appropriate action, which could
// (optionally) also include changing the cursor's appearance
}
//----------------------------------------------------------------------------
// function that is called whenever a cursor motion event occurs
static void
cursor_pos_callback(GLFWwindow* window, double xpos, double ypos) {
// determine the direction of the mouse or cursor motion
// update the current mouse or cursor location
// (necessary to quantify the amount and direction of cursor motion)
// take the appropriate action
static void cursor_pos_callback(GLFWwindow *window, double xpos, double ypos) {
// determine the direction of the mouse or cursor motion
// update the current mouse or cursor location
// (necessary to quantify the amount and direction of cursor motion)
// take the appropriate action
}
//----------------------------------------------------------------------------
void init( void )
{
ColorType3D colors[NVERTICES];
FloatType2D vertices[NVERTICES];
GLuint vao[1], buffer, program, location1, location2;
// set up some hard-coded colors and geometry
// this part can be customized to read in an object description from a file
colors[0].r = 1; colors[0].g = 1; colors[0].b = 1; // white
colors[1].r = 1; colors[1].g = 0; colors[1].b = 0; // red
colors[2].r = 1; colors[2].g = 0; colors[2].b = 0; // red
colors[3].r = 1; colors[3].g = 1; colors[3].b = 1; // white
colors[4].r = 0; colors[4].g = 0; colors[4].b = 1; // blue
colors[5].r = 0; colors[5].g = 0; colors[5].b = 1; // blue
colors[6].r = 1; colors[6].g = 1; colors[6].b = 1; // white
colors[7].r = 0; colors[7].g = 1; colors[7].b = 1; // cyan
colors[8].r = 0; colors[8].g = 1; colors[8].b = 1; // cyan
vertices[0].x = 0; vertices[0].y = 0.25; // center
vertices[1].x = 0.25; vertices[1].y = 0.5; // upper right
vertices[2].x = -0.25; vertices[2].y = 0.5; // upper left
vertices[3].x = 0; vertices[3].y = 0.25; // center (again)
vertices[4].x = 0.25; vertices[4].y = -0.5; // low-lower right
vertices[5].x = 0.5; vertices[5].y = -0.25; // mid-lower right
vertices[6].x = 0; vertices[6].y = 0.25; // center (again)
vertices[7].x = -0.5; vertices[7].y = -0.25; // low-lower left
vertices[8].x = -0.25; vertices[8].y = -0.5; // mid-lower left
// Create and bind a vertex array object
glGenVertexArrays( 1, vao );
glBindVertexArray( vao[0] );
void init(void) {
ColorType3D colors[NVERTICES];
FloatType2D vertices[NVERTICES];
GLuint vao[1], buffer, program, location1, location2;
// Create and initialize a buffer object large enough to hold both vertex position and color data
glGenBuffers( 1, &buffer );
glBindBuffer( GL_ARRAY_BUFFER, buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof(vertices)+sizeof(colors), vertices, GL_STATIC_DRAW );
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
// Define the names of the shader files
std::stringstream vshader, fshader;
vshader << SRC_DIR << "/vshader2a.glsl";
fshader << SRC_DIR << "/fshader2a.glsl";
// Load the shaders and use the resulting shader program
program = InitShader( vshader.str().c_str(), fshader.str().c_str() );
// Determine locations of the necessary attributes and matrices used in the vertex shader
location1 = glGetAttribLocation( program, "vertex_position" );
glEnableVertexAttribArray( location1 );
glVertexAttribPointer( location1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0) );
location2 = glGetAttribLocation( program, "vertex_color" );
glEnableVertexAttribArray( location2 );
glVertexAttribPointer( location2, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices)) );
m_location = glGetUniformLocation( program, "M");
// Define static OpenGL state variables
glClearColor( 1.0, 1.0, 1.0, 1.0 ); // white, opaque background
// Define some GLFW cursors (in case you want to dynamically change the cursor's appearance)
// If you want, you can add more cursors, or even define your own cursor appearance
arrow_cursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
hand_cursor = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
// set up some hard-coded colors and geometry
// this part can be customized to read in an object description from a file
colors[0].r = 1;
colors[0].g = 1;
colors[0].b = 1; // white
colors[1].r = 1;
colors[1].g = 0;
colors[1].b = 0; // red
colors[2].r = 1;
colors[2].g = 0;
colors[2].b = 0; // red
colors[3].r = 1;
colors[3].g = 1;
colors[3].b = 1; // white
colors[4].r = 0;
colors[4].g = 0;
colors[4].b = 1; // blue
colors[5].r = 0;
colors[5].g = 0;
colors[5].b = 1; // blue
colors[6].r = 1;
colors[6].g = 1;
colors[6].b = 1; // white
colors[7].r = 0;
colors[7].g = 1;
colors[7].b = 1; // cyan
colors[8].r = 0;
colors[8].g = 1;
colors[8].b = 1; // cyan
vertices[0].x = 0;
vertices[0].y = 0.25; // center
vertices[1].x = 0.25;
vertices[1].y = 0.5; // upper right
vertices[2].x = -0.25;
vertices[2].y = 0.5; // upper left
vertices[3].x = 0;
vertices[3].y = 0.25; // center (again)
vertices[4].x = 0.25;
vertices[4].y = -0.5; // low-lower right
vertices[5].x = 0.5;
vertices[5].y = -0.25; // mid-lower right
vertices[6].x = 0;
vertices[6].y = 0.25; // center (again)
vertices[7].x = -0.5;
vertices[7].y = -0.25; // low-lower left
vertices[8].x = -0.25;
vertices[8].y = -0.5; // mid-lower left
// Create and bind a vertex array object
glGenVertexArrays(1, vao);
glBindVertexArray(vao[0]);
// Create and initialize a buffer object large enough to hold both vertex
// position and color data
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(colors), vertices,
GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
// Define the names of the shader files
std::stringstream vshader, fshader;
vshader << SRC_DIR << "/vshader2a.glsl";
fshader << SRC_DIR << "/fshader2a.glsl";
// Load the shaders and use the resulting shader program
program = InitShader(vshader.str().c_str(), fshader.str().c_str());
// Determine locations of the necessary attributes and matrices used in the
// vertex shader
location1 = glGetAttribLocation(program, "vertex_position");
glEnableVertexAttribArray(location1);
glVertexAttribPointer(location1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
location2 = glGetAttribLocation(program, "vertex_color");
glEnableVertexAttribArray(location2);
glVertexAttribPointer(location2, 3, GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET(sizeof(vertices)));
m_location = glGetUniformLocation(program, "M");
// Define static OpenGL state variables
glClearColor(1.0, 1.0, 1.0, 1.0); // white, opaque background
// Define some GLFW cursors (in case you want to dynamically change the
// cursor's appearance) If you want, you can add more cursors, or even define
// your own cursor appearance
arrow_cursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
hand_cursor = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
}
//----------------------------------------------------------------------------
int main(int argc, char** argv) {
int main(int argc, char **argv) {
int i;
GLFWwindow* window;
int i;
GLFWwindow *window;
// Define the error callback function
glfwSetErrorCallback(error_callback);
// Initialize GLFW (performs platform-specific initialization)
if (!glfwInit()) exit(EXIT_FAILURE);
// Ask for OpenGL 3.2
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// Define the error callback function
glfwSetErrorCallback(error_callback);
// Use GLFW to open a window within which to display your graphics
window = glfwCreateWindow(window_width, window_height, "HW2a", NULL, NULL);
// Verify that the window was successfully created; if not, print error message and terminate
if (!window)
{
printf("GLFW failed to create window; terminating\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window); // makes the newly-created context current
// Load all OpenGL functions (needed if using Windows)
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("gladLoadGLLoader failed; terminating\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSwapInterval(1); // tells the system to wait for the rendered frame to finish updating before swapping buffers; can help to avoid tearing
// Initialize GLFW (performs platform-specific initialization)
if (!glfwInit())
exit(EXIT_FAILURE);
// Define the keyboard callback function
glfwSetKeyCallback(window, key_callback);
// Define the mouse button callback function
glfwSetMouseButtonCallback(window, mouse_button_callback);
// Define the mouse motion callback function
glfwSetCursorPosCallback(window, cursor_pos_callback);
// Ask for OpenGL 3.2
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// Create the shaders and perform other one-time initializations
init();
// Use GLFW to open a window within which to display your graphics
window = glfwCreateWindow(window_width, window_height, "HW2a", NULL, NULL);
// event loop
while (!glfwWindowShouldClose(window)) {
// Verify that the window was successfully created; if not, print error
// message and terminate
if (!window) {
printf("GLFW failed to create window; terminating\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// fill/re-fill the window with the background color
glClear( GL_COLOR_BUFFER_BIT );
// define/re-define the modelview matrix. In this template, we define M to be the identity matrix; you will need define M according to the user's actions.
for (i=0; i<16; i++) {
M[i] = (i%5==0);
}
// sanity check that your matrix contents are what you expect them to be
if (DEBUG_ON) printf("M = [%f %f %f %f\n %f %f %f %f\n %f %f %f %f\n %f %f %f %f]\n",M[0],M[4],M[8],M[12], M[1],M[5],M[9],M[13], M[2],M[6],M[10],M[14], M[3],M[7],M[11],M[15]);
glUniformMatrix4fv( m_location, 1, GL_FALSE, M ); // send the updated model transformation matrix to the GPU
glDrawArrays( GL_TRIANGLES, 0, NVERTICES ); // draw a triangle between the first vertex and each successive vertex pair in the hard-coded model
glFlush(); // ensure that all OpenGL calls have executed before swapping buffers
glfwMakeContextCurrent(window); // makes the newly-created context current
glfwSwapBuffers(window); // swap buffers
glfwWaitEvents(); // wait for a new event before re-drawing
// Load all OpenGL functions (needed if using Windows)
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("gladLoadGLLoader failed; terminating\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
} // end graphics loop
glfwSwapInterval(
1); // tells the system to wait for the rendered frame to finish updating
// before swapping buffers; can help to avoid tearing
// Clean up
glfwDestroyWindow(window);
glfwTerminate(); // destroys any remaining objects, frees resources allocated by GLFW
exit(EXIT_SUCCESS);
// Define the keyboard callback function
glfwSetKeyCallback(window, key_callback);
// Define the mouse button callback function
glfwSetMouseButtonCallback(window, mouse_button_callback);
// Define the mouse motion callback function
glfwSetCursorPosCallback(window, cursor_pos_callback);
// Create the shaders and perform other one-time initializations
init();
// event loop
while (!glfwWindowShouldClose(window)) {
// fill/re-fill the window with the background color
glClear(GL_COLOR_BUFFER_BIT);
// define/re-define the modelview matrix. In this template, we define M to
// be the identity matrix; you will need define M according to the user's
// actions.
for (i = 0; i < 16; i++) {
M[i] = (i % 5 == 0);
}
// sanity check that your matrix contents are what you expect them to be
if (DEBUG_ON)
printf("M = [%f %f %f %f\n %f %f %f %f\n %f %f %f %f\n %f %f "
"%f %f]\n",
M[0], M[4], M[8], M[12], M[1], M[5], M[9], M[13], M[2], M[6],
M[10], M[14], M[3], M[7], M[11], M[15]);
glUniformMatrix4fv(
m_location, 1, GL_FALSE,
M); // send the updated model transformation matrix to the GPU
glDrawArrays(
GL_TRIANGLES, 0,
NVERTICES); // draw a triangle between the first vertex and each
// successive vertex pair in the hard-coded model
glFlush(); // ensure that all OpenGL calls have executed before swapping
// buffers
glfwSwapBuffers(window); // swap buffers
glfwWaitEvents(); // wait for a new event before re-drawing
} // end graphics loop
// Clean up
glfwDestroyWindow(window);
glfwTerminate(); // destroys any remaining objects, frees resources allocated
// by GLFW
exit(EXIT_SUCCESS);
} // end main

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#include <string>
#include <stdio.h>
#include "glad/glad.h"
#include "GLFW/glfw3.h"
// Basic OpenGL program
// Based on example code from: Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
// Based on example code from: Interactive Computer Graphics: A Top-Down
// Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
#ifndef SHADERSTUFF
#define SHADERSTUFF 1
#define DEBUG_ON 0
#define BUFFER_OFFSET(bytes) ((GLvoid*) (bytes))
#define BUFFER_OFFSET(bytes) ((GLvoid *)(bytes))
// Create a NULL-terminated string by reading the provided file
static char*
readShaderSource(const char* shaderFile)
{
FILE *fp;
long length, count;
char *buffer;
// struct stat fileinfo;
// open the file containing the text of the shader code
fp = fopen(shaderFile, "rb");
// check for errors in opening the file
if ( fp == NULL ) {
printf("can't open shader source file %s\n", shaderFile);
return NULL;
}
// determine the file size
fseek(fp, 0, SEEK_END); // move position indicator to the end of the file;
length = ftell(fp); // return the value of the current position
if (DEBUG_ON) fprintf(stdout, "length in bytes of shader file: %ld\n", length);
// allocate a buffer with the indicated number of bytes, plus one
buffer = new char[length + 1];
// read the appropriate number of bytes from the file
fseek(fp, 0, SEEK_SET); // move position indicator to the start of the file
count = fread(buffer, 1, length, fp); // read all of the bytes
if (DEBUG_ON) fprintf(stdout, "count of bytes successfully read: %ld\n", count);
static char *readShaderSource(const char *shaderFile) {
FILE *fp;
long length, count;
char *buffer;
// struct stat fileinfo;
// append a NULL character to indicate the end of the string
buffer[count] = '\0'; //because on some systems, count != length
// close the file
fclose(fp);
// return the string
return buffer;
// open the file containing the text of the shader code
fp = fopen(shaderFile, "rb");
// check for errors in opening the file
if (fp == NULL) {
printf("can't open shader source file %s\n", shaderFile);
return NULL;
}
// determine the file size
fseek(fp, 0, SEEK_END); // move position indicator to the end of the file;
length = ftell(fp); // return the value of the current position
if (DEBUG_ON)
fprintf(stdout, "length in bytes of shader file: %ld\n", length);
// allocate a buffer with the indicated number of bytes, plus one
buffer = new char[length + 1];
// read the appropriate number of bytes from the file
fseek(fp, 0, SEEK_SET); // move position indicator to the start of the file
count = fread(buffer, 1, length, fp); // read all of the bytes
if (DEBUG_ON)
fprintf(stdout, "count of bytes successfully read: %ld\n", count);
// append a NULL character to indicate the end of the string
buffer[count] = '\0'; // because on some systems, count != length
// close the file
fclose(fp);
// return the string
return buffer;
}
// Create a GLSL program object from vertex and fragment shader files
GLuint
InitShader(const char* vShaderFileName, const char* fShaderFileName)
{
GLuint vertex_shader, fragment_shader;
GLuint program;
// check GLSL version
if (DEBUG_ON) printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
// Create shader handlers
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
// Read source code from file
std::string vs_text = readShaderSource(vShaderFileName);
std::string fs_text = readShaderSource(fShaderFileName);
// error check
if ( vs_text == "" ) {
printf("Failed to read from vertex shader file %s\n", vShaderFileName);
exit( 1 );
} else if (DEBUG_ON) {
printf("read shader code:\n%s\n", vs_text.c_str());
}
if ( fs_text == "" ) {
printf("Failed to read from fragment shader file %s\n", fShaderFileName);
exit( 1 );
} else if (DEBUG_ON) {
printf("read shader code:\n%s\n", fs_text.c_str());
}
// Set shader source
const char *vv = vs_text.c_str();
const char *ff = fs_text.c_str();
glShaderSource(vertex_shader, 1, &vv, NULL);
glShaderSource(fragment_shader, 1, &ff, NULL);
// Compile shaders
glCompileShader(vertex_shader);
glCompileShader(fragment_shader);
// Check for errors in compiling shaders
GLint compiled;
glGetShaderiv( vertex_shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled ) {
printf("vertex_shader failed to compile\n");
if (DEBUG_ON) {
GLint logMaxSize, logLength;
glGetShaderiv( vertex_shader, GL_INFO_LOG_LENGTH, &logMaxSize );
printf("printing error message of %d bytes\n", logMaxSize);
char* logMsg = new char[logMaxSize];
glGetShaderInfoLog( vertex_shader, logMaxSize, &logLength, logMsg );
printf("%d bytes retrieved\n", logLength);
printf("error message: %s\n", logMsg);
delete[] logMsg;
}
exit(1);
}
glGetShaderiv( fragment_shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled ) {
printf("fragment_shader failed to compile\n");
if (DEBUG_ON) {
GLint logMaxSize, logLength;
glGetShaderiv( fragment_shader, GL_INFO_LOG_LENGTH, &logMaxSize );
printf("printing error message of %d bytes\n", logMaxSize);
char* logMsg = new char[logMaxSize];
glGetShaderInfoLog( fragment_shader, logMaxSize, &logLength, logMsg );
printf("%d bytes retrieved\n", logLength);
printf("error message: %s\n", logMsg);
delete[] logMsg;
}
exit(1);
}
// Create the program
program = glCreateProgram();
// Attach shaders to program
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
// Link and set program to use
glLinkProgram(program);
glUseProgram(program);
return program;
GLuint InitShader(const char *vShaderFileName, const char *fShaderFileName) {
GLuint vertex_shader, fragment_shader;
GLuint program;
// check GLSL version
if (DEBUG_ON)
printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
// Create shader handlers
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
// Read source code from file
std::string vs_text = readShaderSource(vShaderFileName);
std::string fs_text = readShaderSource(fShaderFileName);
// error check
if (vs_text == "") {
printf("Failed to read from vertex shader file %s\n", vShaderFileName);
exit(1);
} else if (DEBUG_ON) {
printf("read shader code:\n%s\n", vs_text.c_str());
}
if (fs_text == "") {
printf("Failed to read from fragment shader file %s\n", fShaderFileName);
exit(1);
} else if (DEBUG_ON) {
printf("read shader code:\n%s\n", fs_text.c_str());
}
// Set shader source
const char *vv = vs_text.c_str();
const char *ff = fs_text.c_str();
glShaderSource(vertex_shader, 1, &vv, NULL);
glShaderSource(fragment_shader, 1, &ff, NULL);
// Compile shaders
glCompileShader(vertex_shader);
glCompileShader(fragment_shader);
// Check for errors in compiling shaders
GLint compiled;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
printf("vertex_shader failed to compile\n");
if (DEBUG_ON) {
GLint logMaxSize, logLength;
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
printf("printing error message of %d bytes\n", logMaxSize);
char *logMsg = new char[logMaxSize];
glGetShaderInfoLog(vertex_shader, logMaxSize, &logLength, logMsg);
printf("%d bytes retrieved\n", logLength);
printf("error message: %s\n", logMsg);
delete[] logMsg;
}
exit(1);
}
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
printf("fragment_shader failed to compile\n");
if (DEBUG_ON) {
GLint logMaxSize, logLength;
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
printf("printing error message of %d bytes\n", logMaxSize);
char *logMsg = new char[logMaxSize];
glGetShaderInfoLog(fragment_shader, logMaxSize, &logLength, logMsg);
printf("%d bytes retrieved\n", logLength);
printf("error message: %s\n", logMsg);
delete[] logMsg;
}
exit(1);
}
// Create the program
program = glCreateProgram();
// Attach shaders to program
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
// Link and set program to use
glLinkProgram(program);
glUseProgram(program);
return program;
}
#endif