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graphics.cpp
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#include "m_main.h"
#include "m_graphics.h"
static void AddShader(GLuint shaderProgramHandle, const char* shaderCode, GLenum shaderType){
const GLchar *glShaderText[1];
GLint length[1];
GLint success;
GLuint shaderHandler = glCreateShader(shaderType);
if(shaderHandler == 0){
fprintf(stderr, "Error while creating shader type %d!\n", shaderType);
getchar();
exit(1);
}
glShaderText[0] = shaderCode;
length[0] = strlen(shaderCode);
glShaderSource(shaderHandler, 1, glShaderText, length);
glCompileShader(shaderHandler);
glGetShaderiv(shaderHandler, GL_COMPILE_STATUS, &success);
if(success == 0){
GLchar infoLog[1024] = { 0 };
glGetShaderInfoLog(shaderHandler, sizeof(infoLog), NULL, infoLog);
fprintf(stderr, "Error while compiling shader type %d: '%s'\n", shaderType, infoLog);
getchar();
exit(1);
}
glAttachShader(shaderProgramHandle, shaderHandler);
}
void CompileShaders(TempGraphicsData* graphicsData){
std::string vertexShader, fragmentShader;
GLuint shaderProgramHandle = glCreateProgram();
GLint success;
if(shaderProgramHandle == 0){
fprintf(stderr, "Error while creating shader program!\n");
getchar();
exit(1);
}
if(!ReadFile(vertexShaderFileName, vertexShader)){
fprintf(stderr, "Unable to load file %s!\n", vertexShaderFileName);
getchar();
exit(1);
}
if(!ReadFile(fragmentShaderFileName, fragmentShader)){
fprintf(stderr, "Unable to load file %s!\n", fragmentShaderFileName);
getchar();
exit(1);
}
AddShader(shaderProgramHandle, vertexShader.c_str(), GL_VERTEX_SHADER);
AddShader(shaderProgramHandle, fragmentShader.c_str(), GL_FRAGMENT_SHADER);
glLinkProgram(shaderProgramHandle);
glGetProgramiv(shaderProgramHandle, GL_LINK_STATUS, &success);
if(success == 0){
GLchar infoLog[1024] = { 0 };
glGetProgramInfoLog(shaderProgramHandle, sizeof(infoLog), NULL, infoLog);
fprintf(stderr, "Error while linking shader program: '%s'\n", infoLog);
getchar();
exit(1);
}
GLint transformMatrixID = glGetUniformLocation(shaderProgramHandle, "gTransform");
if(transformMatrixID == -1){
fprintf(stderr, "Error while fetching uniform location of %s\n", "gTransform");
getchar();
exit(1);
}
(*graphicsData).gUniformTransformMatrixID = transformMatrixID;
glValidateProgram(shaderProgramHandle);
glGetProgramiv(shaderProgramHandle, GL_VALIDATE_STATUS, &success);
if(success == 0){
GLchar infoLog[1024] = { 0 };
glGetProgramInfoLog(shaderProgramHandle, sizeof(infoLog), NULL, infoLog);
fprintf(stderr, "Error while validating shader program: '%s'\n", infoLog);
getchar();
exit(1);
}
glUseProgram(shaderProgramHandle);
}
//Should be moved to another class with object info?
void CreateVertexBuffer(TempGraphicsData* graphicsData){
Vertex vertices[8];
vertices[0] = Vertex(Vector3f( 0.5f, 0.5f, 0.5f));
vertices[1] = Vertex(Vector3f( 0.5f, 0.5f, -0.5f));
vertices[2] = Vertex(Vector3f( 0.5f, -0.5f, 0.5f));
vertices[3] = Vertex(Vector3f( 0.5f, -0.5f, -0.5f));
vertices[4] = Vertex(Vector3f(-0.5f, 0.5f, 0.5f));
vertices[5] = Vertex(Vector3f(-0.5f, 0.5f, -0.5f));
vertices[6] = Vertex(Vector3f(-0.5f, -0.5f, 0.5f));
vertices[7] = Vertex(Vector3f(-0.5f, -0.5f, -0.5f));
GLuint* vertexBuffer = &((*graphicsData).vertexBuffer);
glGenBuffers(1, vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
void CreateIndexBuffer(TempGraphicsData* graphicsData){
unsigned int indices[] = {
//Top Triangles
0,5,4,
5,3,7,
1,2,3,
6,3,2,
4,7,6,
0,6,2,
0,1,5,
5,1,3,
1,0,2,
6,7,3,
4,5,7,
0,4,6,
};
GLuint* indexBuffer = &((*graphicsData).indexBuffer);
glGenBuffers(1, indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}