Shader exercises complete!

This commit is contained in:
2022-02-11 22:24:15 +01:00
parent 2e529beafa
commit 58cca1db34
6 changed files with 180 additions and 81 deletions

View File

@ -1,8 +1,11 @@
#include <stdio.h>
#include <cmath>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0,0, width, height);
@ -41,82 +44,20 @@ int main() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// TODO: Load from disk
const char* vertextShaderSource =
"#version 460 core\n"
"layout (location=0) in vec3 aPos;\n"
"void main(){\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertextShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infolog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infolog);
printf ( "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n %s", infolog);
}
//TODO: load from disk
const char* fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main(){\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n";
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(fragmentShader, 512 ,NULL,infolog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n %s", infolog);
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infolog);
printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infolog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
Shader shader("shader.vs", "shader.fs");
float vertices[] = {
0.5f, 0.5f, 0.0f, // top, right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
unsigned int indices[] = {
0, 1,3, // first triangle
1,2,3 // second triangle
0, 1,2 // first triangle
};
// Vertex buffer objects!!
@ -133,9 +74,12 @@ int main() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// Position attribute
glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@ -150,11 +94,15 @@ int main() {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
shader.use();
shader.setFloat("HorizontalOffset", .3);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
@ -162,7 +110,6 @@ int main() {
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();