// This code example is created for educational purpose // by Thorsten Thormaehlen (contact: www.thormae.de). // It is distributed without any warranty. #include #include #include #include #include #include #include #include #include using namespace std; #include class Renderer : protected QOpenGLFunctions_3_3_Core { private: struct Vertex { float position[3]; float color[4]; }; private: enum {Triangle, numVAOs}; enum {TriangleAll, numVBOs}; GLuint vaoID[numVAOs]; GLuint bufID[numVBOs]; int triangleVertNo; GLuint progID; GLuint vertID; GLuint fragID; GLint vertexLoc; GLint colorLoc; public: // constructor Renderer() : triangleVertNo(0), progID(0), vertID(0), fragID(0), vertexLoc(-1), colorLoc(-1) {} public: void init() { initializeOpenGLFunctions(); glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH); setupShaders(); // create a Vertex Array Objects (VAO) glGenVertexArrays(numVAOs, vaoID); // generate a Vertex Buffer Object (VBO) glGenBuffers(numVBOs, bufID); // binding the Triangle VAO glBindVertexArray(vaoID[Triangle]); float triangleVertexData[] = { 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -0.5f,-0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.5f,-0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, }; triangleVertNo = 3; glBindBuffer(GL_ARRAY_BUFFER, bufID[TriangleAll]); glBufferData(GL_ARRAY_BUFFER, triangleVertNo*sizeof(Vertex), triangleVertexData, GL_STATIC_DRAW); int stride = sizeof(Vertex); char *offset = (char*)NULL; // position if(vertexLoc != -1) { glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(vertexLoc); } // color if(colorLoc != -1) { offset = (char*)NULL + 3*sizeof(float); glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(colorLoc); } } void setupShaders() { // create shader vertID = glCreateShader(GL_VERTEX_SHADER); fragID = glCreateShader(GL_FRAGMENT_SHADER); // load shader source from file std::string vs = loadShaderSrc(findFile("first.vert", "qt", 5)); const char* vss = vs.c_str(); std::string fs = loadShaderSrc(findFile("first.frag", "qt", 5)); const char* fss = fs.c_str(); // specify shader source glShaderSource(vertID, 1, &(vss), NULL); glShaderSource(fragID, 1, &(fss), NULL); // compile the shader glCompileShader(vertID); glCompileShader(fragID); // check for errors printShaderInfoLog(vertID); printShaderInfoLog(fragID); // create program and attach shaders progID = glCreateProgram(); glAttachShader(progID, vertID); glAttachShader(progID, fragID); // "outColor" is a user-provided OUT variable // of the fragment shader. // Its output is bound to the first color buffer // in the framebuffer glBindFragDataLocation(progID, 0, "outputColor"); // link the program glLinkProgram(progID); // output error messages printProgramInfoLog(progID); // "inputPosition" and "inputColor" are user-provided // IN variables of the vertex shader. // Their locations are stored to be used later with // glEnableVertexAttribArray() vertexLoc = glGetAttribLocation(progID,"inputPosition"); colorLoc = glGetAttribLocation(progID, "inputColor"); } void resize(int w, int h) { glViewport(0, 0, w, h); } void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(progID); // bind Triangle VAO glBindVertexArray(vaoID[Triangle]); // render data glDrawArrays(GL_TRIANGLES, 0, triangleVertNo); } void dispose() { glDeleteVertexArrays(numVAOs, vaoID); glDeleteBuffers(numVBOs, bufID); glDeleteProgram(progID); glDeleteShader(vertID); glDeleteShader(fragID); } private: void printShaderInfoLog(GLuint obj) { int infoLogLength = 0; int returnLength = 0; char *infoLog; glGetShaderiv(obj, GL_INFO_LOG_LENGTH,&infoLogLength); if (infoLogLength > 0) { infoLog = (char *)malloc(infoLogLength); glGetShaderInfoLog(obj, infoLogLength, &returnLength, infoLog); printf("%s\n",infoLog); free(infoLog); } } void printProgramInfoLog(GLuint obj) { int infoLogLength = 0; int returnLength = 0; char *infoLog; glGetProgramiv(obj, GL_INFO_LOG_LENGTH,&infoLogLength); if (infoLogLength > 0) { infoLog = (char *)malloc(infoLogLength); glGetProgramInfoLog(obj, infoLogLength, &returnLength, infoLog); printf("%s\n",infoLog); free(infoLog); } } std::string loadShaderSrc(const std::string& filename) { std::ifstream is(filename); if (is.is_open()) { std::stringstream buffer; buffer << is.rdbuf(); return buffer.str(); } cerr << "Unable to open file " << filename << endl; exit(1); } bool fileExists(const std::string& filename) { ifstream myfile(filename.c_str()); if (!myfile.is_open()) { return false; } myfile.close(); return true; } std::string findFile(const std::string& filename, const std::string& subdir, int depth) { int counter = 0; std::string path(""); while (counter < depth) { if (fileExists(path + filename)) return path + filename; if (fileExists(path + "/" + subdir + "/" + filename)) return path + "/" + subdir + "/" + filename; path += "../"; counter++; } return filename; } }; class MyWidget : public QOpenGLWidget { private: Renderer *renderer; QTimer *timer; public: MyWidget(QWidget *parent = NULL) : QOpenGLWidget(parent) { this->setWindowTitle("First Shader Example"); this->resize(320, 320); renderer = new Renderer(); } ~MyWidget() { makeCurrent(); renderer->dispose(); doneCurrent(); delete renderer; } protected: void initializeGL() { renderer->init(); } void resizeGL(int w, int h){ renderer->resize(w, h); } void paintGL() { renderer->display();} }; int main (int argc, char* argv[]) { // create a QApplication object that handles initialization, // finalization, and the main event loop QApplication appl(argc, argv); MyWidget widget; // create a widget widget.show(); //show the widget and its children return appl.exec(); // execute the application }