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main.cpp
136 lines (97 loc) · 3.37 KB
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main.cpp
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#include <iostream>
#include <algorithm>
#include <cpplocate/cpplocate.h>
#include <cpplocate/ModuleInfo.h>
#include <glbinding/gl/gl.h>
#include <glbinding/ContextInfo.h>
#include <glbinding/Version.h>
#include <glm/vec2.hpp>
#include <GLFW/glfw3.h>
#include <globjects/globjects.h>
#include <globjects/NamedString.h>
#include <globjects/Shader.h>
#include <globjects/logging.h>
#include <globjects/base/File.h>
#include "ScreenAlignedQuad.h"
#include "datapath.inl"
using namespace gl;
namespace
{
ScreenAlignedQuad * g_quad = nullptr;
auto g_size = glm::ivec2{};
}
void initialize()
{
const auto dataPath = common::retrieveDataPath("globjects", "dataPath");
globjects::NamedString::create("/color.glsl", new globjects::File(dataPath + "shaderincludes/color.glsl"));
g_quad = new ScreenAlignedQuad(globjects::Shader::fromFile(GL_FRAGMENT_SHADER, dataPath + "shaderincludes/test.frag"));
g_quad->ref();
}
void deinitialize()
{
g_quad->unref();
globjects::detachAllObjects();
}
void draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_size.x, g_size.y);
g_quad->draw();
}
void error(int errnum, const char * errmsg)
{
globjects::critical() << errnum << ": " << errmsg << std::endl;
}
void framebuffer_size_callback(GLFWwindow * /*window*/, int width, int height)
{
g_size = glm::ivec2{ width, height };
}
void key_callback(GLFWwindow * window, int key, int /*scancode*/, int action, int /*modes*/)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true);
if (key == GLFW_KEY_F5 && action == GLFW_RELEASE)
globjects::File::reloadAll();
}
int main(int /*argc*/, char * /*argv*/[])
{
// Initialize GLFW
if (!glfwInit())
return 1;
glfwSetErrorCallback(error);
glfwDefaultWindowHints();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
// Create a context and, if valid, make it current
GLFWwindow * window = glfwCreateWindow(640, 480, "globjects Shader Includes", NULL, NULL);
if (window == nullptr)
{
globjects::critical() << "Context creation failed. Terminate execution.";
glfwTerminate();
return -1;
}
glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
// Initialize globjects (internally initializes glbinding, and registers the current context)
globjects::init();
std::cout << std::endl
<< "OpenGL Version: " << glbinding::ContextInfo::version() << std::endl
<< "OpenGL Vendor: " << glbinding::ContextInfo::vendor() << std::endl
<< "OpenGL Renderer: " << glbinding::ContextInfo::renderer() << std::endl << std::endl;
globjects::info() << "Press F5 to reload shaders." << std::endl << std::endl;
glfwGetFramebufferSize(window, &g_size[0], &g_size[1]);
initialize();
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
draw();
glfwSwapBuffers(window);
}
deinitialize();
// Properly shutdown GLFW
glfwTerminate();
return 0;
}