1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136
|
#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;
}
|