/*
* @topic T0L063 Vertex array objects (VAO) and Vertex buffer objects (VBO)
* @brief OpenGL client program
*/
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <stdio.h>
// main_Lecture06.cpp
// shader path configuration:
#define BCC_PROJECT_NAME "Lecture06_Buffers"
#define BCC_ROOT_PATH "../../example/"
#define BCC_VERTEX_SHADER BCC_ROOT_PATH BCC_PROJECT_NAME "/Shaders/vertexProgram_v.c"
#define BCC_FRAGMENT_SHADER BCC_ROOT_PATH BCC_PROJECT_NAME "/Shaders/fragmentProgram_f.c"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
GLuint shader_program_ID;
GLuint vao = 0;
GLuint vbo;
GLuint position_ID, colorID;
// Begin shader functions
static char* load_text_file(const char* filename) {
// Open the file
FILE* fp = fopen (filename, "r");
// Move the file pointer to the end of the file and determing the length
fseek(fp, 0, SEEK_END);
long file_length = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* contents = new char[file_length+1];
// zero out memory
for (int i = 0; i < file_length+1; i++) {
contents[i] = 0;
}
// Here's the actual read
fread (contents, 1, file_length, fp);
// This is how you denote the end of a string in C
contents[file_length] = '\0';
fclose(fp);
return contents;
}
bool is_shader_compiled_okay(GLint shader_ID){
GLint compiled = 0;
glGetShaderiv(shader_ID, GL_COMPILE_STATUS, &compiled);
if (compiled) {
return true;
}
else {
GLint log_length;
glGetShaderiv(shader_ID, GL_INFO_LOG_LENGTH, &log_length);
char* msg_buffer = new char[log_length];
glGetShaderInfoLog(shader_ID, log_length, NULL, msg_buffer);
printf ("%s\n", msg_buffer);
delete[] (msg_buffer);
return false;
}
}
GLuint compile_vertex_shader(const char* shader_source) {
GLuint vertex_shader_ID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource (vertex_shader_ID, 1, (const GLchar**)&shader_source, NULL);
glCompileShader(vertex_shader_ID);
bool compiled_correctly = is_shader_compiled_okay(vertex_shader_ID);
if (compiled_correctly) {
return vertex_shader_ID;
}
return -1;
}
GLuint compile_fragment_shader(const char* shader_source) {
GLuint fragment_shader_ID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader_ID, 1, (const GLchar**)&shader_source, NULL);
glCompileShader(fragment_shader_ID);
bool compiled_correctly = is_shader_compiled_okay(fragment_shader_ID);
if (compiled_correctly) {
return fragment_shader_ID;
}
return -1;
}
GLuint link_shader_program (GLuint vertex_shader_ID, GLuint fragment_shader_ID) {
GLuint shader_ID = glCreateProgram();
glAttachShader(shader_ID, vertex_shader_ID);
glAttachShader(shader_ID, fragment_shader_ID);
glLinkProgram(shader_ID);
return shader_ID;
}
// End shader functions
// Any time the window is resized, this function gets called. Set by the
// "glutReshapeFunc" in main.
void change_viewport(int w, int h){
glViewport(0, 0, w, h);
}
// Here is the function that gets called each time the window needs to be redrawn.
// It is the "paint" function for our program, and is set up from the glutDisplayFunc in main
void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
}
int main (int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Shaders");
glutReshapeFunc(change_viewport);
glutDisplayFunc(render);
glewInit();
// Vertices and colors of a triangle
// notice, position values are between -1.0f and +1.0f
GLfloat vertices[] = {-0.5f, -0.5f, 0.0f, // Lower-left
0.5f, -0.5f, 0.0f, // Lower-right
0.0f, 0.5f, 0.0f}; // Top
GLfloat colors[] = {1.0f, 0.0f, 0.0f, 1.0f, // red
0.0f, 1.0f, 0.0f, 1.0f, // green
0.0f, 0.0f, 1.0f, 1.0f}; // blue
// Make a shader
char* cstr_vertex_shader_source = load_text_file( BCC_VERTEX_SHADER );
char* cstr_fragment_shader_source = load_text_file( BCC_FRAGMENT_SHADER );
GLuint vert_shader_ID = compile_vertex_shader(cstr_vertex_shader_source);
GLuint frag_shader_ID = compile_fragment_shader(cstr_fragment_shader_source);
shader_program_ID = link_shader_program(vert_shader_ID, frag_shader_ID);
printf ("vert_shader_ID is %d\n", vert_shader_ID);
printf ("frag_shader_ID is %d\n", frag_shader_ID);
printf ("shader_program_ID is %d\n", shader_program_ID);
printf ("s_vPosition's ID is %d\n", position_ID);
// Generate vertex array object names
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Create the buffer, but don't load anything yet
GLuint buffer_size = ( 3 * 3 + 3 * 4 ) * sizeof(GLfloat);
// | | | |
// | | | `--> # of color components
// | | `------> # of vertices
// | `----------> # of vertex components
// `--------------> # of vertices
// Allocate array buffer:
glBufferData(GL_ARRAY_BUFFER, buffer_size, NULL, GL_STATIC_DRAW);
GLuint offset = 0;
GLuint vertex_bytes = 3 * 3 * sizeof(GLfloat);
// Load the vertex points
glBufferSubData(GL_ARRAY_BUFFER, offset, vertex_bytes, vertices);
offset += vertex_bytes;
GLuint color_bytes = 3 * 4 * sizeof(GLfloat);
// Load the colors right after that
glBufferSubData(GL_ARRAY_BUFFER, offset, color_bytes, colors);
// Find the position of the variables in the shader
position_ID = glGetAttribLocation(shader_program_ID, "s_vPosition");
colorID = glGetAttribLocation(shader_program_ID, "s_vColor");
glVertexAttribPointer(position_ID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(colorID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(offset));
glUseProgram(shader_program_ID);
glEnableVertexAttribArray(position_ID);
glEnableVertexAttribArray(colorID);
glutMainLoop();
return 0;
}