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With OpenGL 3 there was a massive overhaul that made everything shader based. In this tutorial we'll be rendering a quad using core modern OpenGL.
For this tutorial we'll be using the OpenGL Extension Wrangler. Certain operating systems like windows only support a limited amount of OpenGL by default. Using GLEW you can get the latest functionality. If you use GLEW, make sure to include the GLEW header before any OpenGL headers.
GLEW is an extension library and if you can set up any of the SDL extension libraries you can set up GLEW.
// Using SDL, SDL OpenGL, GLEW, standard IO, and strings
#include <SDL.h>
#include <GL/glew.h>
#include <SDL_opengl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <string>
Here are some custom functions we're making to report any errors when making our shader programs.
// Shader loading utility programs
void printProgramLog( GLuint program );
void printShaderLog ( GLuint shader );
The way modern OpenGL works is that we create shader programs (gProgramID) that process vertex attributes like positions (gVertexPos2DLocation). We put vertices in Vertex Buffer Objects (gVBO) and specify the order in which to draw them using Index Buffer Objects.
// Graphics program
GLuint gProgramID = 0;
GLint gVertexPos2DLocation = -1;
GLuint gVBO = 0;
GLuint gIBO = 0;
Here we're initializing for a version 3.1 core context. 3.1 core gets rid off al the old functionality. We specify the major and minor version like before and make it a core context by setting the profile mask to core.
// Use OpenGL 3.1 core
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK ,
SDL_GL_CONTEXT_PROFILE_CORE );
After we create our context we initialize GLEW. Since we want the latest features, we have to set glewExperimental to true. After that we call glewInit() to initialize GLEW.
// Create context
gContext = SDL_GL_CreateContext( gWindow );
if ( gContext == NULL )
{
printf(
"OpenGL context could not be created! "
"SDL Error: %s\n" ,
SDL_GetError()
);
success = false;
}
else
{
// Initialize GLEW
glewExperimental = GL_TRUE;
GLenum glewError = glewInit();
if ( glewError != GLEW_OK )
{
printf(
"Error initializing GLEW! %s\n" ,
glewGetErrorString( glewError )
);
}
// Use Vsync
if ( SDL_GL_SetSwapInterval( 1 ) < 0 )
{
printf(
"Warning: Unable to set VSync! "
"SDL Error: %s\n" ,
SDL_GetError()
);
}
// Initialize OpenGL
if ( !initGL() )
{
printf( "Unable to initialize OpenGL!\n" );
success = false;
}
}
In our initialization function we're going to create our shader program to render with along with the VBO and IBO data.
If you've never worked with OpenGL shaders, this function is probably going to go over your head. It's OK because this tutorial is about how to use SDL's 3.0+ context controls, not so much the detail about how OpenGL 3.0+ works. Just try to get a general idea on how a shader works.
bool initGL()
{
// Success flag
bool success = true;
// Generate program
gProgramID = glCreateProgram();
Here we are loading a vertex shader from an in code source. If the vertex shader failed to load and compile we use our log printing function to spit out the error.
// Create vertex shader
GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER );
// Get vertex source
const GLchar* vertexShaderSource[] =
{
"#version 140\n"
"in vec2 LVertexPos2D; "
"void main() { "
"gl_Position = vec4( LVertexPos2D.x, LVertexPos2D.y, 0, 1 ); "
"}"
};
// Set vertex source
glShaderSource( vertexShader, 1, vertexShaderSource, NULL );
// Compile vertex source
glCompileShader( vertexShader );
// Check vertex shader for errors
GLint vShaderCompiled = GL_FALSE;
glGetShaderiv( vertexShader, GL_COMPILE_STATUS, &vShaderCompiled );
if ( vShaderCompiled != GL_TRUE )
{
printf( "Unable to compile vertex shader %d!\n", vertexShader );
printShaderLog( vertexShader );
success = false;
}
If the vertex shader loaded successfully we attach it to the program and then compile the fragment shader.
else
{
// Attach vertex shader to program
glAttachShader( gProgramID, vertexShader );
// Create fragment shader
GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
// Get fragment source
const GLchar* fragmentShaderSource[] =
{
"#version 140\n"
"out vec4 LFragment; "
"void main() { "
"LFragment = vec4( 1.0, 1.0, 1.0, 1.0 ); "
"}"
};
// Set fragment source
glShaderSource( fragmentShader, 1, fragmentShaderSource, NULL );
// Compile fragment source
glCompileShader( fragmentShader );
// Check fragment shader for errors
GLint fShaderCompiled = GL_FALSE;
glGetShaderiv( fragmentShader, GL_COMPILE_STATUS, &fShaderCompiled );
if ( fShaderCompiled != GL_TRUE )
{
printf(
"Unable to compile fragment shader %d!\n" ,
fragmentShader
);
printShaderLog( fragmentShader );
success = false;
}
If the fragment shader compiled, we attach it to the shader program and link it.
else
{
// Attach fragment shader to program
glAttachShader( gProgramID, fragmentShader );
// Link program
glLinkProgram( gProgramID );
// Check for errors
GLint programSuccess = GL_TRUE;
glGetProgramiv(
gProgramID ,
GL_LINK_STATUS ,
&programSuccess
);
if ( programSuccess != GL_TRUE )
{
printf( "Error linking program %d!\n", gProgramID );
printProgramLog( gProgramID );
success = false;
}
If the program linked successfully we then get the attribute from the shader program so we can send it vertex data.
else
{
// Get vertex attribute location
gVertexPos2DLocation =
glGetAttribLocation( gProgramID, "LVertexPos2D" );
if ( gVertexPos2DLocation == -1 )
{
printf(
"LVertexPos2D is not a valid glsl program variable!\n"
);
success = false;
}
After we get the shader program working, we create the VBO and IBO. As you can see, the VBO has the same positions as the quad from the last tutorial.
else
{
// Initialize clear color
glClearColor( 0.f, 0.f, 0.f, 1.f );
// VBO data
GLfloat vertexData[] =
{
-0.5f, -0.5f,
0.5f, -0.5f,
0.5f, 0.5f,
-0.5f, 0.5f
};
// IBO data
GLuint indexData[] = { 0, 1, 2, 3 };
// Create VBO
glGenBuffers( 1, &gVBO );
glBindBuffer( GL_ARRAY_BUFFER, gVBO );
glBufferData(
GL_ARRAY_BUFFER ,
2 * 4 * sizeof(GLfloat) ,
vertexData ,
GL_STATIC_DRAW
);
// Create IBO
glGenBuffers( 1, &gIBO );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, gIBO );
glBufferData(
GL_ELEMENT_ARRAY_BUFFER ,
4 * sizeof(GLuint) ,
indexData ,
GL_STATIC_DRAW
);
}
}
}
}
return success;
}
Here are our log printing functions. These grab the shader log from the given shader or program and spit it out to the console.
void printProgramLog( GLuint program )
{
//Make sure name is shader
if( glIsProgram( program ) )
{
//Program log length
int infoLogLength = 0;
int maxLength = infoLogLength;
//Get info string length
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &maxLength );
//Allocate string
char* infoLog = new char[ maxLength ];
//Get info log
glGetProgramInfoLog( program, maxLength, &infoLogLength, infoLog );
if( infoLogLength > 0 )
{
//Print Log
printf( "%s\n", infoLog );
}
//Deallocate string
delete[] infoLog;
}
else
{
printf( "Name %d is not a program\n", program );
}
}
void printShaderLog( GLuint shader )
{
// Make sure name is shader
if ( glIsShader( shader ) )
{
// Shader log length
int infoLogLength = 0;
int maxLength = infoLogLength;
// Get info string length
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
// Allocate string
char* infoLog = new char[ maxLength ];
// Get info log
glGetShaderInfoLog( shader, maxLength, &infoLogLength, infoLog );
if ( infoLogLength > 0 )
{
// Print Log
printf( "%s\n", infoLog );
}
// Deallocate string
delete[] infoLog;
}
else
{
printf( "Name %d is not a shader\n", shader );
}
}
In our rendering function, we bind our shader program, enable vertex positions, bind the VBO, set the data offset, bind the IBO, and draw the quad as a triangle fan. Once we're done we disable the vertex attribute and unbind the program.
Again this tutorial is more for people with some OpenGL experience that want to know how to switch over to core functionality. The fact is that this code will work with an OpenGL 2.1 context as well as a 3.0 context (Well, except for the shader code because OpenGL 2.1 only supports up to #version 120). Core OpenGL just removes OpenGL calls that don't reflect modern hardware.
If you want to learn more about modern opengl, I have OpenGL shader tutorials too.
Also, I get e-mails of how this code is broken because if you set the version to 3.2+ it won't work because it doesn't use vertex array objects (or VAOs). The thing is this code works fine for version 3.1 core, which it is designed to be. However, OpenGL 3.2+ requires you create a VAO. Fortunately I cover VAOs in the OpenGL tutorial.
void render()
{
// Clear color buffer
glClear( GL_COLOR_BUFFER_BIT );
// Render quad
if ( gRenderQuad )
{
// Bind program
glUseProgram( gProgramID );
// Enable vertex position
glEnableVertexAttribArray( gVertexPos2DLocation );
// Set vertex data
glBindBuffer( GL_ARRAY_BUFFER, gVBO );
glVertexAttribPointer(
gVertexPos2DLocation ,
2 ,
GL_FLOAT ,
GL_FALSE ,
2 * sizeof(GLfloat) ,
NULL
);
// Set index data and render
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, gIBO );
glDrawElements ( GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL );
// Disable vertex position
glDisableVertexAttribArray( gVertexPos2DLocation );
// Unbind program
glUseProgram( NULL );
}
}
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