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#include <cstdio>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include "../include/RenderBackend/OpenGL/VertexShader.hpp"
#include "../include/RenderBackend/OpenGL/PixelShader.hpp"
#include "../include/RenderBackend/OpenGL/DeviceMemory.hpp"
using namespace amalgine;
using namespace std;
int main()
{
if(!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow *window = glfwCreateWindow(1920, 1080, "Amalgine", nullptr, nullptr);
if(!window)
{
fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = true;
if(glewInit() != GLEW_OK)
{
fprintf(stderr, "Failed to initialize GLEW\n");
glfwTerminate();
return -1;
}
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
f32 verticesRaw[] =
{
0.0f, 0.5f,
0.5f, -0.5f,
-0.5f, -0.5f
};
DataView<f32> vertices(verticesRaw, 6);
DeviceMemory triangle;
triangle.copyStatic(vertices);
VertexShader vertexShader;
ShaderInputVec2 inputPosition = vertexShader.defineInputVec2("position");
vertexShader.defineMain([&inputPosition]()
{
return ShaderVec4(inputPosition, 0.0f, 1.0f);
});
PixelShader pixelShader;
ShaderOutputVec4 outColor = pixelShader.defineOutputVec4("outColor");
pixelShader.defineMain([&outColor]()
{
outColor = ShaderVec4(1.0f, 1.0f, 1.0f, 1.0f);
});
string vertexShaderSource = vertexShader.build();
printf("Vertex shader source:\n%s", vertexShaderSource.c_str());
string pixelShaderSource = pixelShader.build();
printf("Pixel shader source:\n%s", pixelShaderSource.c_str());
while(!glfwWindowShouldClose(window))
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
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