Shader exercises complete!
This commit is contained in:
93
src/main.cpp
93
src/main.cpp
@ -1,8 +1,11 @@
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#include <stdio.h>
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#include <cmath>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "shader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0,0, width, height);
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@ -41,82 +44,20 @@ int main() {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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// TODO: Load from disk
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const char* vertextShaderSource =
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"#version 460 core\n"
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"layout (location=0) in vec3 aPos;\n"
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"void main(){\n"
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"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertextShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char infolog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success){
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glGetShaderInfoLog(vertexShader, 512, NULL, infolog);
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printf ( "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n %s", infolog);
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}
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//TODO: load from disk
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const char* fragmentShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main(){\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n";
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success){
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glGetShaderInfoLog(fragmentShader, 512 ,NULL,infolog);
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printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n %s", infolog);
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}
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infolog);
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printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infolog);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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Shader shader("shader.vs", "shader.fs");
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top, right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
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};
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unsigned int indices[] = {
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0, 1,3, // first triangle
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1,2,3 // second triangle
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0, 1,2 // first triangle
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};
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// Vertex buffer objects!!
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@ -133,9 +74,12 @@ int main() {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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// Position attribute
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glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Color attribute
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glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -150,11 +94,15 @@ int main() {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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shader.use();
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shader.setFloat("HorizontalOffset", .3);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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@ -162,7 +110,6 @@ int main() {
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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