#include "GL_Testing.h" GL_Testing::GL_Testing() { GLint err = glewInit(); if (err) { std::cout << "error initializing glew" << std::endl; } } void GL_Testing::compile_shader(std::string file_path, Shader_Type t) { // Load in the source and cstring it const char* source; std::string tmp; tmp = read_file(file_path); source = tmp.c_str(); GLint success; GLchar log[512]; if (t == Shader_Type::VERTEX) { vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &source, NULL); glCompileShader(vertex_shader); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertex_shader, 512, NULL, log); std::cout << "Vertex shader failed compilation: " << log << std::endl; } } else if (t == Shader_Type::FRAGMENT) { fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &source, NULL); glCompileShader(fragment_shader); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragment_shader, 512, NULL, log); std::cout << "Vertex shader failed compilation: " << log << std::endl; } } } void GL_Testing::create_program() { GLint success; GLchar log[512]; shader_program = glCreateProgram(); glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, fragment_shader); glLinkProgram(shader_program); glGetProgramiv(shader_program, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shader_program, 512, NULL, log); std::cout << "Failed to link shaders into program: " << log << std::endl; } glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); } void GL_Testing::create_buffers() { GLfloat vertices[] = { 0.5f, 0.5f, 0.0f, // Top Right 0.5f, -0.5f, 0.0f, // Bottom Right -0.5f, -0.5f, 0.0f, // Bottom Left -0.5f, 0.5f, 0.0f // Top Left }; GLuint indices[] = { // Note that we start from 0! 0, 1, 3 // First Triangle // Second Triangle }; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind glBindVertexArray(0); } void GL_Testing::draw() { glUseProgram(shader_program); glBindVertexArray(VAO); //glDrawArrays(GL_TRIANGLES, 0, 6); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); } //