diff options
| author | Miguel <m.i@gmx.at> | 2021-04-28 23:45:57 +0200 |
|---|---|---|
| committer | Miguel <m.i@gmx.at> | 2021-04-28 23:45:57 +0200 |
| commit | bb9cb06162873b21e204f1e9f0f9a8e0c3fabf01 (patch) | |
| tree | 6f8491c1f7f479bfcfed2dba25d094a64e182448 | |
| parent | 6dedf2c8289368bfd6969365113ba772fc7fb746 (diff) | |
| -rw-r--r-- | example.cpp | 102 |
1 files changed, 100 insertions, 2 deletions
diff --git a/example.cpp b/example.cpp index 97cf5b2..8535a58 100644 --- a/example.cpp +++ b/example.cpp @@ -1,3 +1,4 @@ +// loosely following along learnopengl.com #include <glad/glad.h> #include <GLFW/glfw3.h> @@ -10,6 +11,19 @@ void processInput(GLFWwindow *window); const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; +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;\n" + "void main()\n" + "{\n" + " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" + "}\n\0"; + int main() { // glfw: initialize and configure @@ -41,7 +55,79 @@ int main() { std::cout << "Failed to initialize GLAD" << std::endl; return -1; - } + } + + + // build and compile our shader program + // ------------------------------------ + // vertex shader + unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); + glCompileShader(vertexShader); + // check for shader compile errors + int success; + char infoLog[512]; + glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); + if (!success) + { + glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; + } + // fragment shader + unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); + glCompileShader(fragmentShader); + // check for shader compile errors + glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); + if (!success) + { + glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; + } + // link shaders + unsigned int shaderProgram = glCreateProgram(); + glAttachShader(shaderProgram, vertexShader); + glAttachShader(shaderProgram, fragmentShader); + glLinkProgram(shaderProgram); + // check for linking errors + glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); + if (!success) { + glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; + } + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); + + // set up vertex data (and buffer(s)) and configure vertex attributes + // ------------------------------------------------------------------ + float vertices[] = { + -0.5f, -0.5f, 0.0f, // left + 0.5f, -0.5f, 0.0f, // right + 0.0f, 0.5f, 0.0f // top + }; + + unsigned int VBO, VAO; + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s). + glBindVertexArray(VAO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + + // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind + glBindBuffer(GL_ARRAY_BUFFER, 0); + + // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other + // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary. + glBindVertexArray(0); + + + // uncomment this call to draw in wireframe polygons. + //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop // ----------- @@ -56,12 +142,24 @@ int main() glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); + // draw our first triangle + glUseProgram(shaderProgram); + glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized + glDrawArrays(GL_TRIANGLES, 0, 3); + // glBindVertexArray(0); // no need to unbind it every time + // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } + // optional: de-allocate all resources once they've outlived their purpose: + // ------------------------------------------------------------------------ + glDeleteVertexArrays(1, &VAO); + glDeleteBuffers(1, &VBO); + glDeleteProgram(shaderProgram); + // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); @@ -72,7 +170,7 @@ int main() // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow *window) { - if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } |
