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147 lines (131 loc) · 3.08 KB
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//
// main.cpp
// OpenGLProgramming
//
// Created by Lokesh Basu on 09/12/14.
// Copyright (c) 2014 InHouse. All rights reserved.
//
#include <iostream>
#include <SDL/SDL.h>
#include "GLee.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include "camera.h"
#include <vector>
#include <string>
#include <fstream>
camera cam;
//data->vertex->fragment
void loadFile(const char* fn,std::string& str)
{
std::ifstream in(fn);
if(!in.is_open())
{
std::cout << "The file " << fn << " cannot be opened\n";
return;
}
char tmp[300];
while(!in.eof())
{
in.getline(tmp,300);
str+=tmp;
str+='\n';
}
}
unsigned int loadShader(std::string& source,unsigned int mode)
{
unsigned int id;
id=glCreateShader(mode);
const char* csource=source.c_str();
glShaderSource(id,1,&csource,NULL);
glCompileShader(id);
char error[1000];
glGetShaderInfoLog(id,1000,NULL,error);
std::cout << "Compile status: \n" << error << std::endl;
return id;
}
unsigned int vs,fs,program;
void initShader(const char* vname,const char* fname)
{
std::string source;
loadFile(vname,source);
vs=loadShader(source,GL_VERTEX_SHADER);
source="";
loadFile(fname,source);
fs=loadShader(source,GL_FRAGMENT_SHADER);
program=glCreateProgram();
glAttachShader(program,vs);
glAttachShader(program,fs);
glLinkProgram(program);
glUseProgram(program);
}
void clean()
{
glDetachShader(program,vs);
glDetachShader(program,fs);
glDeleteShader(vs);
glDeleteShader(fs);
glDeleteProgram(program);
}
void init()
{
glClearColor(0,0,0,1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50,640.0/480.0,1,1000);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
initShader("vertex.vs","fragment.frag");
}
void display()
{
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
cam.Control();
cam.UpdateCamera();
glBegin(GL_TRIANGLES);
glVertex3f(0,1,-4);
glVertex3f(-1,-1,-4);
glVertex3f(1,-1,-4);
glEnd();
}
int main()
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_SetVideoMode(640,480,32,SDL_OPENGL);
Uint32 start;
SDL_Event event;
bool running=true;
init();
bool b=false;
while(running)
{
start=SDL_GetTicks();
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
running=false;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE:
running=false;
break;
}
break;
case SDL_MOUSEBUTTONDOWN:
cam.mouseIn(true);
break;
}
}
display();
SDL_GL_SwapBuffers();
if(1000.0/30>SDL_GetTicks()-start)
SDL_Delay(1000.0/30-(SDL_GetTicks()-start));
}
clean();
SDL_Quit();
}