#pragma once
#include <iostream>
#include <glad/glad.h>
static const char *opengl_errno_name(int err) {
switch (err) {
#define PER_GL_ERROR(x) case GL_##x: return #x;
PER_GL_ERROR(NO_ERROR)
PER_GL_ERROR(INVALID_ENUM)
PER_GL_ERROR(INVALID_VALUE)
PER_GL_ERROR(INVALID_OPERATION)
PER_GL_ERROR(STACK_OVERFLOW)
PER_GL_ERROR(STACK_UNDERFLOW)
PER_GL_ERROR(OUT_OF_MEMORY)
#undef PER_GL_ERROR
}
return "unknown error";
}
static void check_gl_error(const char *filename, int lineno, const char *expr) {
int err = glGetError();
if (err != GL_NO_ERROR) {
std::cerr << filename << ":" << lineno << ": " << expr << " failed: " << opengl_errno_name(err) << '\n';
std::terminate();
}
}
#define CHECK_GL(x) do { \
(x); \
check_gl_error(__FILE__, __LINE__, #x); \
} while (0)
#include <GLFW/glfw3.h> // must be placed behind glad/glad.h
#include <iostream>
static void framebuffer_size_callback(GLFWwindow* window, int width, int height){
glViewport(0,0,width,height);
std::cout<<"resize windows width="<<width<<",height="<<height<<std::endl;
}
static void processInput(GLFWwindow *window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS){
std::cout<<"GLFW_KEY_ESCAPE press"<<std::endl;
glfwSetWindowShouldClose(window, true);
}
}
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 1) in vec4 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, aPos.w);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
const char *fragmentShaderSource2 = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
"}\n\0";
unsigned int VBO, VAO;
unsigned int shaderProgram;
unsigned int VBO2, VAO2;
unsigned int shaderProgram2;
static void render() {
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(shaderProgram2);
glBindVertexArray(VAO2); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
// glBindVertexArray(0); // no need to unbind it every time
}
static void prepareShader(){
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
glCompileShader(fragmentShader2);
// check for shader compile errors
glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// link shaders
shaderProgram2 = glCreateProgram();
unsigned int tmp=shaderProgram2;
glAttachShader(shaderProgram2, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
// check for linking errors
glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteShader(fragmentShader2);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices1[] = {
-0.8f, -0.5f, 0.0f, 1.0f, // left
-0.0f, -0.5f, 0.0f, 1.0f, // right
-0.4f, 0.5f, 0.0f, 1.0f, // top
};
float vertices2[]={
0.0f, -0.5f, 0.0f, 1.0f, // left
0.8f, -0.5f, 0.0f, 1.0f, // right
0.4f, 0.5f, 0.0f, 1.0f, // top
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
std::cout<<"shaderProgram2 = "<<shaderProgram2<<std::endl;
glGenVertexArrays(2, &VAO2);
std::cout<<"shaderProgram2 = "<<shaderProgram2<<std::endl;
glGenBuffers(2, &VBO2);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
}
int main(){
if (!glfwInit()) {
const char *errmsg;
glfwGetError(&errmsg);
if (!errmsg) errmsg = "(no error)";
std::cerr << "failed to initialize GLFW: " << errmsg << '\n';
return -1;
}
// hint the version required: OpenGL 2.0
constexpr int version = 20;
glfwWindowHint(GLFW_OPENGL_API, GLFW_OPENGL_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, version / 10);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, version % 10);
if (version >= 33) {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
}
// Create window
GLFWwindow *window = glfwCreateWindow(800, 600, "Example", NULL, NULL);
if (!window) {
const char *errmsg;
glfwGetError(&errmsg);
if (!errmsg) errmsg = "(no error)";
std::cerr << "GLFW failed to create window: " << errmsg << '\n';
std::cerr << "==============================================\n";
if (!strcmp(errmsg, "X11: The DISPLAY environment variable is missing")) {
std::cerr << "You seems not running with graphic display\n";
} else if (!strcmp(errmsg, "WGL: The driver does not appear to support OpenGL")) {
std::cerr << "Please consider install an OpenGL driver, or use the mesa driver\n";
} else if (!strcmp(errmsg, "WGL: Failed to create OpenGL context")) {
std::cerr << "Your driver seems not supporting the required OpenGL version\n";
}
std::cerr << "- If you have a physical graphic card (e.g. NVIDIA), install it from your graphic card vendor official website: http://www.nvidia.com/Download/index.aspx\n";
std::cerr << "- If you are using Windows, download opengl32.dll from https://pan.baidu.com/s/1TZ6nVJC7DZIuUarZrGJYow?pwd=opgl and place it into the same directory as this executable file (alternatively you may download opengl32sw.dll from Internet and rename it to opengl32.dll to place into the same directory as this executable file)\n";
std::cerr << "- If you are using Linux or WSL1, install the mesa driver: https://ubuntuhandbook.org/index.php/2021/07/install-latest-mesa-ubuntu-20-04-21-04/";
std::cerr << "- If you use WSL2, install WSLg: https://learn.microsoft.com/zh-cn/windows/wsl/tutorials/gui-apps\n";
std::cerr << "- If you are using SSH remote server, try connect it using ssh -X <ip address>\n";
std::cerr << "- If you are using MacOS, you probably want to use Windows or Linux instead for better OpenGL support\n";
std::cerr << "- If you are using a Laptop with dual-cards, make sure you have switch to dedicated card (NVIDIA) instead of the integrated card (Intel)\n";
std::cerr << "==============================================\n";
#ifdef _WIN32
std::system("pause");
#endif
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window,framebuffer_size_callback);
glfwMakeContextCurrent(window);
// Load glXXX function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
glfwTerminate();
std::cerr << "GLAD failed to load GL functions\n";
return -1;
}
std::cerr << "OpenGL version: " << glGetString(GL_VERSION) << '\n';
GLint nrAttributes;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
std::cout << "Maximum nr of vertex attributes supported: " << nrAttributes << std::endl;
CHECK_GL(glEnable(GL_POINT_SMOOTH));
CHECK_GL(glEnable(GL_BLEND));
CHECK_GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
CHECK_GL(glPointSize(64.0f));
glViewport(0,0,800,600);
prepareShader();
// start main game loop
while (!glfwWindowShouldClose(window)) {
processInput(window);
// render graphics
render();
// refresh screen
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glDeleteProgram(shaderProgram2);
glfwTerminate();
return 0;
}