Improved shader definition loader

This commit is contained in:
2022-04-30 22:51:50 +02:00
parent f547ff1b8f
commit f5c680ba3e
7 changed files with 65 additions and 43 deletions

View File

@ -1,29 +1,36 @@
#include <glad/glad.h>
#include <MyGraphicsEngine/Shader.h>
#include <MyGraphicsEngine/Window.h>
#include <MyGraphicsEngine/Mesh.h>
#include <string>
extern "C"
/*
* extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
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
};
unsigned int indices[] = {
0,1,3,
1,2,3
};
*/
int main (int argc, char *argv[] ){
Mesh mesh;
mesh.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
};
mesh.elements = {
0,1,3,
1,2,3
};
BarinkWindow GameWindow(800, 600);
std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
@ -32,10 +39,15 @@ int main (int argc, char *argv[] ){
spdlog::info("Working directory: {}", argv[0]);
lua_State* L = luaL_newstate();
/*
* lua_State* L = luaL_newstate();
luaL_openlibs(L);
luaL_dostring(L, "print('BarinkEngine')");
luaL_dofile(L,"./script.lua");
*/
unsigned int VBO, VAO, EBO;
@ -43,14 +55,14 @@ int main (int argc, char *argv[] ){
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
spdlog::info("Vertices: {}", mesh.vertices.size());
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * mesh.vertices.size() , &mesh.vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * mesh.elements.size(), &mesh.elements[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);