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Engine.cpp
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#include "Engine.h"
void Engine::openWindow (const char* name)
{
glfwInit();
glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint (GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow (1280, 720, name, nullptr, nullptr);
glfwMakeContextCurrent (window);
glewExperimental = GL_TRUE;
glewInit();
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
glEnable (GL_PRIMITIVE_RESTART); // experimental
glPrimitiveRestartIndex (999988887777);
}
GLuint Engine::CreateShader(const char* VertexFP, const char* FragmentFP)
{
// Read the shaders.
std::ifstream ifs(VertexFP);
std::stringstream vss;
vss << ifs.rdbuf();
std::string vstring = vss.str();
ifs.close();
std::cout << "\nCompiling: " << VertexFP << std::flush;
// Compile.
GLuint VertexShader = glCreateShader (GL_VERTEX_SHADER);
const char * VSPointer = vstring.c_str();
glShaderSource (VertexShader, 1, &VSPointer, NULL);
glCompileShader (VertexShader);
// Check for errors.
GLint status;
glGetShaderiv (VertexShader, GL_COMPILE_STATUS, &status);
char buf[512];
glGetShaderInfoLog (VertexShader, 512, NULL, buf);
std::cout << std::endl << buf;
ifs.open(FragmentFP);
std::stringstream fss;
fss << ifs.rdbuf();
std::string fstring = fss.str();
ifs.close();
std::cout << "\nCompiling: " << FragmentFP << std::flush;
GLuint FragmentShader = glCreateShader (GL_FRAGMENT_SHADER);
const char * FSPointer = fstring.c_str();
glShaderSource (FragmentShader, 1, &FSPointer, NULL);
glCompileShader (FragmentShader);
glGetShaderiv (FragmentShader, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog (FragmentShader, 512, NULL, buf);
std::cout << std::endl << buf;
// Create the shader program.
GLuint ShaderProgram = glCreateProgram();
glAttachShader (ShaderProgram, VertexShader);
glAttachShader (ShaderProgram, FragmentShader);
glBindFragDataLocation (ShaderProgram, 0, "color"); // Does NOT work with GLSL 1.2
std::cout << "Linking..." << std:: endl;
glLinkProgram (ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &status);
glGetProgramInfoLog(ShaderProgram, 512, NULL, buf);
fprintf(stdout, "%s\n", buf);
if (status == GL_FALSE)
{
std::cout << "Shaders were unable to link!\n";
return 0;
}
glDeleteShader( FragmentShader );
glDeleteShader( VertexShader );
return ShaderProgram;
};