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authorMichal Idziorek <m.i@gmx.at>2022-09-04 14:15:53 +0200
committerMichal Idziorek <m.i@gmx.at>2022-09-04 14:15:53 +0200
commitf6da8751bf7a64f3a325b1bf8264d2ca99624360 (patch)
tree1002dc3082880afc574853d48a9d57725e75902d /src
parent193873731c095d2ba9d8def2de679578802ada7a (diff)
Diffstat (limited to 'src')
-rw-r--r--src/Shader.h122
-rw-r--r--src/tutorial.cpp54
2 files changed, 163 insertions, 13 deletions
diff --git a/src/Shader.h b/src/Shader.h
new file mode 100644
index 0000000..1a8b484
--- /dev/null
+++ b/src/Shader.h
@@ -0,0 +1,122 @@
+#ifndef SHADER_H
+#define SHADER_H
+
+#include <glad/glad.h>
+
+#include <string>
+#include <fstream>
+#include <sstream>
+#include <iostream>
+
+class Shader
+{
+public:
+ unsigned int ID;
+ // constructor generates the shader on the fly
+ // ------------------------------------------------------------------------
+ Shader(const char* vertexPath, const char* fragmentPath)
+ {
+ // 1. retrieve the vertex/fragment source code from filePath
+ std::string vertexCode;
+ std::string fragmentCode;
+ std::ifstream vShaderFile;
+ std::ifstream fShaderFile;
+ // ensure ifstream objects can throw exceptions:
+ vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ try
+ {
+ // open files
+ vShaderFile.open(vertexPath);
+ fShaderFile.open(fragmentPath);
+ std::stringstream vShaderStream, fShaderStream;
+ // read file's buffer contents into streams
+ vShaderStream << vShaderFile.rdbuf();
+ fShaderStream << fShaderFile.rdbuf();
+ // close file handlers
+ vShaderFile.close();
+ fShaderFile.close();
+ // convert stream into string
+ vertexCode = vShaderStream.str();
+ fragmentCode = fShaderStream.str();
+ }
+ catch (std::ifstream::failure& e)
+ {
+ std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
+ }
+ const char* vShaderCode = vertexCode.c_str();
+ const char * fShaderCode = fragmentCode.c_str();
+ // 2. compile shaders
+ unsigned int vertex, fragment;
+ // vertex shader
+ vertex = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex, 1, &vShaderCode, NULL);
+ glCompileShader(vertex);
+ checkCompileErrors(vertex, "VERTEX");
+ // fragment Shader
+ fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment, 1, &fShaderCode, NULL);
+ glCompileShader(fragment);
+ checkCompileErrors(fragment, "FRAGMENT");
+ // shader Program
+ ID = glCreateProgram();
+ glAttachShader(ID, vertex);
+ glAttachShader(ID, fragment);
+ glLinkProgram(ID);
+ checkCompileErrors(ID, "PROGRAM");
+ // delete the shaders as they're linked into our program now and no longer necessary
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
+ }
+ // activate the shader
+ // ------------------------------------------------------------------------
+ void use()
+ {
+ glUseProgram(ID);
+ }
+ // utility uniform functions
+ // ------------------------------------------------------------------------
+ void setBool(const std::string &name, bool value) const
+ {
+ glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
+ }
+ // ------------------------------------------------------------------------
+ void setInt(const std::string &name, int value) const
+ {
+ glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
+ }
+ // ------------------------------------------------------------------------
+ void setFloat(const std::string &name, float value) const
+ {
+ glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
+ }
+
+private:
+ // utility function for checking shader compilation/linking errors.
+ // ------------------------------------------------------------------------
+ void checkCompileErrors(unsigned int shader, std::string type)
+ {
+ int success;
+ char infoLog[1024];
+ if (type != "PROGRAM")
+ {
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success)
+ {
+ glGetShaderInfoLog(shader, 1024, NULL, infoLog);
+ std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
+ }
+ }
+ else
+ {
+ glGetProgramiv(shader, GL_LINK_STATUS, &success);
+ if (!success)
+ {
+ glGetProgramInfoLog(shader, 1024, NULL, infoLog);
+ std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
+ }
+ }
+ }
+};
+
+#endif
diff --git a/src/tutorial.cpp b/src/tutorial.cpp
index e3f7a9d..aa9baef 100644
--- a/src/tutorial.cpp
+++ b/src/tutorial.cpp
@@ -1,9 +1,12 @@
// https://learnopengl.com/Getting-started/OpenGL
+// seriously consider GLFW et al.
+
#include <iostream>
#include <GL/glew.h>
-#include <GL/glut.h>
+//#include <GL/glut.h>
+#include <GL/freeglut.h>
#include "TutorialConfig.h"
@@ -16,6 +19,9 @@ GLuint VAO1_glob;
void renderScene(void) {
+ float seconds = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
+ float greenValue = sin(seconds) / 2.0 + 0.5;
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -26,6 +32,8 @@ void renderScene(void) {
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glUseProgram(shaderProgram_glob);
+ glUniform4f(glGetUniformLocation (shaderProgram_glob, "ourColor") , 0,greenValue,0,1);
+
glBindVertexArray(VAO_glob);
glDrawArrays(GL_TRIANGLES, 0, 3);
@@ -81,8 +89,9 @@ int main(int argc, char **argv) {
// init GLUT and create Window
glutInit(&argc, argv);
+ glutSetOption(GLUT_ALLOW_NEGATIVE_WINDOW_POSITION,true);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
- glutInitWindowPosition(100,100);
+ glutInitWindowPosition(-500,600);
glutInitWindowSize(320,320);
glutCreateWindow("Lighthouse3D - GLUT Tutorial");
glutIdleFunc(idle);
@@ -122,20 +131,39 @@ int main(int argc, char **argv) {
exit(1); // or handle the error in a nicer way
}
+ int nrAttributes;
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
+ std::cout << "Maximum nr of vertex attributes supported: " << nrAttributes << std::endl;
+
int success;
char infoLog[512];
- const char *vertexShaderSource = "#version 330 core\n"
- "layout (location = 0) in vec3 aPos;\n"
- "void main()\n"
- "{\n"
- " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
- "}\0";
- const char *fragmentShaderSource = "#version 330 core\n"
- "out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } \0";
-
- const char *fragmentShader1Source = "#version 330 core\n"
- "out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); } \0";
+ const char *vertexShaderSource =
+ "#version 330 core\n"
+ "layout (location = 0) in vec3 aPos;\n"
+ "out vec4 vertexColor;\n"
+ "uniform vec4 ourColor;"
+ "void main(){"
+ "gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);"
+ "vertexColor = vec4(aPos.y,aPos.x,ourColor.y,1.0);"
+ "vertexColor = ourColor;"
+ "}\0";
+
+ const char *fragmentShaderSource =
+ "#version 330 core\n"
+ "out vec4 FragColor;"
+ "in vec4 vertexColor;"
+ "void main(){"
+ "FragColor = vertexColor;"
+ "}\0";
+
+ const char *fragmentShader1Source =
+ "#version 330 core\n"
+ "out vec4 FragColor;"
+ "in vec4 vertexColor;"
+ "void main(){"
+ "FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);"
+ "}\0";
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);