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

View file

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

View file

@ -1,6 +1,14 @@
# Set the minimum required version of cmake for this project # Set the minimum required version of cmake for this project
cmake_minimum_required (VERSION 3.1) 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' # Create a project called 'HW2a'
project(HW2a) project(HW2a)

View file

@ -0,0 +1 @@
build/compile_commands.json

View file

@ -1,18 +1,19 @@
// Skeleton code for hw2a // 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 <iostream>
#include <math.h>
#include <sstream> #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" #include "ShaderStuff.hpp"
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
@ -33,92 +34,119 @@ GLint m_location;
GLdouble mouse_x, mouse_y; GLdouble mouse_x, mouse_y;
GLint window_width = 500; GLint window_width = 500;
GLint window_height = 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 GLFWcursor *hand_cursor, *arrow_cursor; // some different cursors
GLint NVERTICES = 9; // part of the hard-coded model GLint NVERTICES = 9; // part of the hard-coded model
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// function that is called whenever an error occurs // function that is called whenever an error occurs
static void static void error_callback(int error, const char *description) {
error_callback(int error, const char* description){
fputs(description, stderr); // write the error description to stderr 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 // function that is called whenever a keyboard event occurs; defines how
static void // keyboard input will be handled
key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { static void key_callback(GLFWwindow *window, int key, int scancode, int action,
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) // checks to see if the escape key was pressed 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 glfwSetWindowShouldClose(window, GL_TRUE); // closes the window
} }
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// function that is called whenever a mouse or trackpad button press event occurs // function that is called whenever a mouse or trackpad button press event
static void // occurs
mouse_button_callback(GLFWwindow* window, int button, int action, int mods) { static void mouse_button_callback(GLFWwindow *window, int button, int action,
int mods) {
glfwGetCursorPos(window, &mouse_x, &mouse_y); glfwGetCursorPos(window, &mouse_x, &mouse_y);
// Check which mouse button triggered the event, e.g. GLFW_MOUSE_BUTTON_LEFT, etc. // Check which mouse button triggered the event, e.g. GLFW_MOUSE_BUTTON_LEFT,
// and what the button action was, e.g. GLFW_PRESS, GLFW_RELEASE, etc. // etc. and what the button action was, e.g. GLFW_PRESS, GLFW_RELEASE, etc.
// (Note that ordinary trackpad click = mouse left button) // (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. // Also check if any modifier keys were active at the time of the button
// Take the appropriate action, which could (optionally) also include changing the cursor's appearance // 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 // function that is called whenever a cursor motion event occurs
static void static void cursor_pos_callback(GLFWwindow *window, double xpos, double ypos) {
cursor_pos_callback(GLFWwindow* window, double xpos, double ypos) {
// determine the direction of the mouse or cursor motion // determine the direction of the mouse or cursor motion
// update the current mouse or cursor location // update the current mouse or cursor location
// (necessary to quantify the amount and direction of cursor motion) // (necessary to quantify the amount and direction of cursor motion)
// take the appropriate action // take the appropriate action
} }
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
void init( void ) void init(void) {
{
ColorType3D colors[NVERTICES]; ColorType3D colors[NVERTICES];
FloatType2D vertices[NVERTICES]; FloatType2D vertices[NVERTICES];
GLuint vao[1], buffer, program, location1, location2; GLuint vao[1], buffer, program, location1, location2;
// set up some hard-coded colors and geometry // set up some hard-coded colors and geometry
// this part can be customized to read in an object description from a file // 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[0].r = 1;
colors[1].r = 1; colors[1].g = 0; colors[1].b = 0; // red colors[0].g = 1;
colors[2].r = 1; colors[2].g = 0; colors[2].b = 0; // red colors[0].b = 1; // white
colors[3].r = 1; colors[3].g = 1; colors[3].b = 1; // white colors[1].r = 1;
colors[4].r = 0; colors[4].g = 0; colors[4].b = 1; // blue colors[1].g = 0;
colors[5].r = 0; colors[5].g = 0; colors[5].b = 1; // blue colors[1].b = 0; // red
colors[6].r = 1; colors[6].g = 1; colors[6].b = 1; // white colors[2].r = 1;
colors[7].r = 0; colors[7].g = 1; colors[7].b = 1; // cyan colors[2].g = 0;
colors[8].r = 0; colors[8].g = 1; colors[8].b = 1; // cyan 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[0].x = 0;
vertices[1].x = 0.25; vertices[1].y = 0.5; // upper right vertices[0].y = 0.25; // center
vertices[2].x = -0.25; vertices[2].y = 0.5; // upper left vertices[1].x = 0.25;
vertices[3].x = 0; vertices[3].y = 0.25; // center (again) vertices[1].y = 0.5; // upper right
vertices[4].x = 0.25; vertices[4].y = -0.5; // low-lower right vertices[2].x = -0.25;
vertices[5].x = 0.5; vertices[5].y = -0.25; // mid-lower right vertices[2].y = 0.5; // upper left
vertices[6].x = 0; vertices[6].y = 0.25; // center (again) vertices[3].x = 0;
vertices[7].x = -0.5; vertices[7].y = -0.25; // low-lower left vertices[3].y = 0.25; // center (again)
vertices[8].x = -0.25; vertices[8].y = -0.5; // mid-lower left 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 // Create and bind a vertex array object
glGenVertexArrays( 1, vao ); glGenVertexArrays(1, vao);
glBindVertexArray( vao[0] ); glBindVertexArray(vao[0]);
// Create and initialize a buffer object large enough to hold both vertex position and color data // Create and initialize a buffer object large enough to hold both vertex
glGenBuffers( 1, &buffer ); // position and color data
glBindBuffer( GL_ARRAY_BUFFER, buffer ); glGenBuffers(1, &buffer);
glBufferData( GL_ARRAY_BUFFER, sizeof(vertices)+sizeof(colors), vertices, GL_STATIC_DRAW ); 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, 0, sizeof(vertices), vertices);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors); glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
@ -128,39 +156,42 @@ void init( void )
fshader << SRC_DIR << "/fshader2a.glsl"; fshader << SRC_DIR << "/fshader2a.glsl";
// Load the shaders and use the resulting shader program // Load the shaders and use the resulting shader program
program = InitShader( vshader.str().c_str(), fshader.str().c_str() ); program = InitShader(vshader.str().c_str(), fshader.str().c_str());
// Determine locations of the necessary attributes and matrices used in the vertex shader // Determine locations of the necessary attributes and matrices used in the
location1 = glGetAttribLocation( program, "vertex_position" ); // vertex shader
glEnableVertexAttribArray( location1 ); location1 = glGetAttribLocation(program, "vertex_position");
glVertexAttribPointer( location1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0) ); glEnableVertexAttribArray(location1);
location2 = glGetAttribLocation( program, "vertex_color" ); glVertexAttribPointer(location1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray( location2 ); location2 = glGetAttribLocation(program, "vertex_color");
glVertexAttribPointer( location2, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices)) ); glEnableVertexAttribArray(location2);
m_location = glGetUniformLocation( program, "M"); glVertexAttribPointer(location2, 3, GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET(sizeof(vertices)));
m_location = glGetUniformLocation(program, "M");
// Define static OpenGL state variables // Define static OpenGL state variables
glClearColor( 1.0, 1.0, 1.0, 1.0 ); // white, opaque background 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) // Define some GLFW cursors (in case you want to dynamically change the
// If you want, you can add more cursors, or even define your own cursor appearance // cursor's appearance) If you want, you can add more cursors, or even define
// your own cursor appearance
arrow_cursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); arrow_cursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
hand_cursor = glfwCreateStandardCursor(GLFW_HAND_CURSOR); hand_cursor = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
} }
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
int main(int argc, char** argv) { int main(int argc, char **argv) {
int i; int i;
GLFWwindow* window; GLFWwindow *window;
// Define the error callback function // Define the error callback function
glfwSetErrorCallback(error_callback); glfwSetErrorCallback(error_callback);
// Initialize GLFW (performs platform-specific initialization) // Initialize GLFW (performs platform-specific initialization)
if (!glfwInit()) exit(EXIT_FAILURE); if (!glfwInit())
exit(EXIT_FAILURE);
// Ask for OpenGL 3.2 // Ask for OpenGL 3.2
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -171,9 +202,9 @@ int main(int argc, char** argv) {
// Use GLFW to open a window within which to display your graphics // Use GLFW to open a window within which to display your graphics
window = glfwCreateWindow(window_width, window_height, "HW2a", NULL, NULL); window = glfwCreateWindow(window_width, window_height, "HW2a", NULL, NULL);
// Verify that the window was successfully created; if not, print error message and terminate // Verify that the window was successfully created; if not, print error
if (!window) // message and terminate
{ if (!window) {
printf("GLFW failed to create window; terminating\n"); printf("GLFW failed to create window; terminating\n");
glfwTerminate(); glfwTerminate();
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
@ -188,7 +219,9 @@ int main(int argc, char** argv) {
exit(EXIT_FAILURE); 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 glfwSwapInterval(
1); // tells the system to wait for the rendered frame to finish updating
// before swapping buffers; can help to avoid tearing
// Define the keyboard callback function // Define the keyboard callback function
glfwSetKeyCallback(window, key_callback); glfwSetKeyCallback(window, key_callback);
@ -204,19 +237,31 @@ int main(int argc, char** argv) {
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
// fill/re-fill the window with the background color // fill/re-fill the window with the background color
glClear( GL_COLOR_BUFFER_BIT ); 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. // define/re-define the modelview matrix. In this template, we define M to
for (i=0; i<16; i++) { // be the identity matrix; you will need define M according to the user's
M[i] = (i%5==0); // 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 // 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]); 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 glUniformMatrix4fv(
glDrawArrays( GL_TRIANGLES, 0, NVERTICES ); // draw a triangle between the first vertex and each successive vertex pair in the hard-coded model m_location, 1, GL_FALSE,
glFlush(); // ensure that all OpenGL calls have executed before swapping buffers 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 glfwSwapBuffers(window); // swap buffers
glfwWaitEvents(); // wait for a new event before re-drawing glfwWaitEvents(); // wait for a new event before re-drawing
@ -225,9 +270,8 @@ int main(int argc, char** argv) {
// Clean up // Clean up
glfwDestroyWindow(window); glfwDestroyWindow(window);
glfwTerminate(); // destroys any remaining objects, frees resources allocated by GLFW glfwTerminate(); // destroys any remaining objects, frees resources allocated
// by GLFW
exit(EXIT_SUCCESS); exit(EXIT_SUCCESS);
} // end main } // end main

View file

@ -1,16 +1,22 @@
#include <string>
#include <stdio.h>
#include "glad/glad.h"
#include "GLFW/glfw3.h"
// Basic OpenGL program // 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 #ifndef SHADERSTUFF
#define SHADERSTUFF 1 #define SHADERSTUFF 1
#define DEBUG_ON 0 #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 // Create a NULL-terminated string by reading the provided file
static char* static char *readShaderSource(const char *shaderFile) {
readShaderSource(const char* shaderFile)
{
FILE *fp; FILE *fp;
long length, count; long length, count;
char *buffer; char *buffer;
@ -20,7 +26,7 @@ readShaderSource(const char* shaderFile)
fp = fopen(shaderFile, "rb"); fp = fopen(shaderFile, "rb");
// check for errors in opening the file // check for errors in opening the file
if ( fp == NULL ) { if (fp == NULL) {
printf("can't open shader source file %s\n", shaderFile); printf("can't open shader source file %s\n", shaderFile);
return NULL; return NULL;
} }
@ -28,7 +34,8 @@ readShaderSource(const char* shaderFile)
// determine the file size // determine the file size
fseek(fp, 0, SEEK_END); // move position indicator to the end of the file; fseek(fp, 0, SEEK_END); // move position indicator to the end of the file;
length = ftell(fp); // return the value of the current position length = ftell(fp); // return the value of the current position
if (DEBUG_ON) fprintf(stdout, "length in bytes of shader file: %ld\n", length); 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 // allocate a buffer with the indicated number of bytes, plus one
buffer = new char[length + 1]; buffer = new char[length + 1];
@ -36,10 +43,11 @@ readShaderSource(const char* shaderFile)
// read the appropriate number of bytes from the file // read the appropriate number of bytes from the file
fseek(fp, 0, SEEK_SET); // move position indicator to the start of 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 count = fread(buffer, 1, length, fp); // read all of the bytes
if (DEBUG_ON) fprintf(stdout, "count of bytes successfully read: %ld\n", count); if (DEBUG_ON)
fprintf(stdout, "count of bytes successfully read: %ld\n", count);
// append a NULL character to indicate the end of the string // append a NULL character to indicate the end of the string
buffer[count] = '\0'; //because on some systems, count != length buffer[count] = '\0'; // because on some systems, count != length
// close the file // close the file
fclose(fp); fclose(fp);
@ -49,14 +57,13 @@ readShaderSource(const char* shaderFile)
} }
// Create a GLSL program object from vertex and fragment shader files // Create a GLSL program object from vertex and fragment shader files
GLuint GLuint InitShader(const char *vShaderFileName, const char *fShaderFileName) {
InitShader(const char* vShaderFileName, const char* fShaderFileName)
{
GLuint vertex_shader, fragment_shader; GLuint vertex_shader, fragment_shader;
GLuint program; GLuint program;
// check GLSL version // check GLSL version
if (DEBUG_ON) printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION)); if (DEBUG_ON)
printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
// Create shader handlers // Create shader handlers
vertex_shader = glCreateShader(GL_VERTEX_SHADER); vertex_shader = glCreateShader(GL_VERTEX_SHADER);
@ -67,15 +74,15 @@ InitShader(const char* vShaderFileName, const char* fShaderFileName)
std::string fs_text = readShaderSource(fShaderFileName); std::string fs_text = readShaderSource(fShaderFileName);
// error check // error check
if ( vs_text == "" ) { if (vs_text == "") {
printf("Failed to read from vertex shader file %s\n", vShaderFileName); printf("Failed to read from vertex shader file %s\n", vShaderFileName);
exit( 1 ); exit(1);
} else if (DEBUG_ON) { } else if (DEBUG_ON) {
printf("read shader code:\n%s\n", vs_text.c_str()); printf("read shader code:\n%s\n", vs_text.c_str());
} }
if ( fs_text == "" ) { if (fs_text == "") {
printf("Failed to read from fragment shader file %s\n", fShaderFileName); printf("Failed to read from fragment shader file %s\n", fShaderFileName);
exit( 1 ); exit(1);
} else if (DEBUG_ON) { } else if (DEBUG_ON) {
printf("read shader code:\n%s\n", fs_text.c_str()); printf("read shader code:\n%s\n", fs_text.c_str());
} }
@ -92,30 +99,30 @@ InitShader(const char* vShaderFileName, const char* fShaderFileName)
// Check for errors in compiling shaders // Check for errors in compiling shaders
GLint compiled; GLint compiled;
glGetShaderiv( vertex_shader, GL_COMPILE_STATUS, &compiled ); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compiled);
if ( !compiled ) { if (!compiled) {
printf("vertex_shader failed to compile\n"); printf("vertex_shader failed to compile\n");
if (DEBUG_ON) { if (DEBUG_ON) {
GLint logMaxSize, logLength; GLint logMaxSize, logLength;
glGetShaderiv( vertex_shader, GL_INFO_LOG_LENGTH, &logMaxSize ); glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
printf("printing error message of %d bytes\n", logMaxSize); printf("printing error message of %d bytes\n", logMaxSize);
char* logMsg = new char[logMaxSize]; char *logMsg = new char[logMaxSize];
glGetShaderInfoLog( vertex_shader, logMaxSize, &logLength, logMsg ); glGetShaderInfoLog(vertex_shader, logMaxSize, &logLength, logMsg);
printf("%d bytes retrieved\n", logLength); printf("%d bytes retrieved\n", logLength);
printf("error message: %s\n", logMsg); printf("error message: %s\n", logMsg);
delete[] logMsg; delete[] logMsg;
} }
exit(1); exit(1);
} }
glGetShaderiv( fragment_shader, GL_COMPILE_STATUS, &compiled ); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
if ( !compiled ) { if (!compiled) {
printf("fragment_shader failed to compile\n"); printf("fragment_shader failed to compile\n");
if (DEBUG_ON) { if (DEBUG_ON) {
GLint logMaxSize, logLength; GLint logMaxSize, logLength;
glGetShaderiv( fragment_shader, GL_INFO_LOG_LENGTH, &logMaxSize ); glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
printf("printing error message of %d bytes\n", logMaxSize); printf("printing error message of %d bytes\n", logMaxSize);
char* logMsg = new char[logMaxSize]; char *logMsg = new char[logMaxSize];
glGetShaderInfoLog( fragment_shader, logMaxSize, &logLength, logMsg ); glGetShaderInfoLog(fragment_shader, logMaxSize, &logLength, logMsg);
printf("%d bytes retrieved\n", logLength); printf("%d bytes retrieved\n", logLength);
printf("error message: %s\n", logMsg); printf("error message: %s\n", logMsg);
delete[] logMsg; delete[] logMsg;
@ -137,5 +144,4 @@ InitShader(const char* vShaderFileName, const char* fShaderFileName)
return program; return program;
} }
#endif #endif