Created Vertex and Fragment Shader

This commit is contained in:
Tom
2021-05-31 16:01:55 +02:00
parent e56d8370ff
commit e62657d7d6
8 changed files with 68 additions and 0 deletions

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@@ -2,6 +2,50 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
static unsigned int CompileShader(unsigned int type, const std::string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
//Error handling
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)_malloca(length * sizeof(char)); //_malloca is more secure than alloca
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile " <<
(type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void){ int main(void){
// GLFW init // GLFW init
if (!glfwInit()) { if (!glfwInit()) {
@@ -45,6 +89,28 @@ int main(void){
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main(){\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main(){\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbinding the buffer glBindBuffer(GL_ARRAY_BUFFER, 0); //unbinding the buffer
//Main loop //Main loop
@@ -61,6 +127,8 @@ int main(void){
glfwPollEvents(); glfwPollEvents();
} }
glDeleteProgram(shader);
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }