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main.cpp
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#include <iostream>
#include <vector>
#include <string>
#include <glfw3.h>
#include "glad.h"
namespace {
void errorCallback(int errnum, const char *errmsg) {
std::cerr << errnum << ": " << errmsg << std::endl;
}
void debugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) {
// construct error message
std::string sourceString;
std::string typeString;
std::string severityString;
switch (source) {
case GL_DEBUG_SOURCE_API:
sourceString = "OpenGL API";
break;
case GL_DEBUG_SOURCE_APPLICATION:
sourceString = "Application";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
sourceString = "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
sourceString = "Third Party";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
sourceString = "Window System";
break;
default:
sourceString = "Other";
break;
}
switch (type) {
case GL_DEBUG_TYPE_ERROR:
typeString = "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
typeString = "Deprecated behavior";
break;
case GL_DEBUG_TYPE_MARKER:
typeString = "Marker";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
typeString = "Performance";
break;
case GL_DEBUG_TYPE_POP_GROUP:
typeString = "Pop group";
break;
case GL_DEBUG_TYPE_PORTABILITY:
typeString = "Portability";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
typeString = "Push group";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
typeString = "Undefined behavior";
break;
default:
typeString = "Other";
break;
}
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
severityString = "High";
break;
case GL_DEBUG_SEVERITY_MEDIUM:
severityString = "Medium";
break;
case GL_DEBUG_SEVERITY_LOW:
severityString = "Low";
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
severityString = "Notification";
break;
default:
severityString = "Other";
}
// Print formatted and human readable message
std::cerr << "Type:" << typeString << std::endl
<< "Source: " << sourceString << std::endl
<< "Severity: " << severityString << std::endl
<< "ID: " << id << std::endl
<< "Message: " << message << std::endl << std::endl;
}
} // namespace
static const std::string vertexShader = R"glsl(
#version 450 core
precision mediump float;
in vec2 position;
in vec3 color;
out vec4 vertColor;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
vertColor = vec4(color, 1.f);
}
)glsl";
static const std::string fragmentShader = R"glsl(
#version 450 core
precision mediump float;
out vec4 outColor;
in vec4 vertColor;
void main() {
outColor = vertColor;
}
)glsl";
GLuint newShader(const GLenum shaderType, const std::string &source) {
GLuint id = glCreateShader(shaderType);
const char *c_str = source.c_str();
glShaderSource(id, 1, &c_str, nullptr);
glCompileShader(id);
GLint status = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint logLength = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &logLength);
auto log = std::string{};
log.resize(logLength + 1, '\x00'); // TODO: +1 needed here?
glGetShaderInfoLog(id, logLength, nullptr, const_cast<char *>(log.data()));
throw std::runtime_error(log);
}
return id;
}
GLuint newProgram(const std::string &vertexShaderSource, const std::string &fragmentShaderSource) {
GLuint vertexShader = newShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fragmentShader = newShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
const auto program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint status = 0;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint logLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
auto log = std::string();
log.resize(logLength + 1, '\x00'); // TODO: +1 needed here?
glGetProgramInfoLog(program, logLength, nullptr, const_cast<char *>(log.data()));
throw std::runtime_error(log);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
}
int main(int /*argc*/, char * /*argv[]*/) {
glfwSetErrorCallback(errorCallback);
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // will not work
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE); // works
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
GLFWwindow *window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
if (!window) {
glfwTerminate();
return -2;
}
glfwMakeContextCurrent(window);
if (!gladLoadGL())
return -3;
// Output information about Vendor, Version and Renderer
std::cout << glGetString(GL_VENDOR) << std::endl;
std::cout << glGetString(GL_VERSION) << std::endl;
std::cout << glGetString(GL_RENDERER) << std::endl;
// Set debug output (if available, only available in 4.3 or higher)
if (glad_glDebugMessageCallback) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback((GLDEBUGPROC)debugCallback, 0);
}
GLuint program = newProgram(vertexShader, fragmentShader);
glUseProgram(program);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
const auto colorAttrib = glGetAttribLocation(program, "color");
const auto posAttrib = glGetAttribLocation(program, "position");
// Create Vertex Buffer
GLuint vertexBuffer = 0;
glGenBuffers(1, &vertexBuffer);
// Fill vertex buffer with demo data (16,777,216 vec2 float Values, all zero)
const std::vector<float> vertices = std::vector<float>(134217728, 0.f);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_DYNAMIC_DRAW);
// Create Color Buffer
GLuint colorBuffer = 0;
glGenBuffers(1, &colorBuffer);
// Fill color buffer with demo data (16,777,216 RGB Values, all 255)
const std::vector<char> colors = std::vector<char>(50331648, (char)255);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, colors.size(), colors.data(), GL_DYNAMIC_DRAW);
// Bind color buffer and set format
glEnableVertexAttribArray(colorAttrib);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glVertexAttribPointer(colorAttrib, 3, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
// Bind vertex buffer and set format
glEnableVertexAttribArray(posAttrib);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
glClearColor(0.1f, 0.1f, 0.1f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPointSize(10.f);
glDrawArrays(GL_POINTS, 2048, 4096);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
glDeleteBuffers(1, &vertexBuffer);
glDeleteBuffers(1, &colorBuffer);
glfwTerminate();
return 0;
}