diff --git a/headers/shapes.h b/headers/shapes.h deleted file mode 100644 index e97b32d..0000000 --- a/headers/shapes.h +++ /dev/null @@ -1,56 +0,0 @@ -float tri_vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, - 0.0f, 0.0f, 0.5f, 0.0f}; -float tri_rgb_vertices[] = { - 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, /**/ - -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, /**/ - 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f /**/ -}; - -float sqr_vertices[] = { - 0.5f, 0.5f, 0.0f, /*top R*/ - 0.5f, -0.5f, 0.0f, /*bottom R*/ - -0.5f, -0.5f, 0.0f, /*bottom L*/ - -0.5f, 0.5f, 0.0f /*top R*/ -}; - -unsigned int sqr_indices[] = { - 0, 1, 3, /*tl triangle*/ - 1, 2, 3 /*br triangle*/ -}; - -const char *basicVertexShaderSource = - "#version 330 core\n" - "layout (location = 0) in vec3 aPos;\n" - "out vec3 color;\n" - "void main()\n" - "{\n" - " color = aPos;" - " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" - "}\0"; - -const char *basicFragmentShaderSource = "#version 330 core\n" - "out vec3 FragColor;\n" - "in vec3 color;" - "void main()\n" - "{\n" - " FragColor = (color/2+.5)*1.5;\n" - "}\n"; - -const char *rgbVertexShaderSource = - "#version 330 core\n" - "layout (location = 0) in vec3 aPos;\n" - "layout (location = 1) in vec3 aColor;\n" - "out vec3 color;\n" - "void main()\n" - "{\n" - " color = aColor;\n" - " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" - "}\0"; - -const char *rgbFragmentShaderSource = "#version 330 core\n" - "out vec4 FragColor;\n" - "in vec3 color;\n" - "void main()\n" - "{\n" - " FragColor = vec4(color, 1.0);\n" - "}\0"; diff --git a/src/main.cpp b/src/main.cpp index 38778df..3f26e48 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,18 +1,10 @@ #include #include #include -#include -#include #define UNUSED(x) (void)(x) -void processInput(GLFWwindow *window); -void framebuffer_size_callback(GLFWwindow *window, int width, int height); -unsigned int shaderCMPL(GLenum type, const char *src); -void shaderERR(unsigned int shader); -unsigned int shaderProgramCMPL(const char *vertexSource, - const char *fragmentSource); -void shaderProgramERR(unsigned int shaderProgram); +void framebuffer_size_callback(GLFWwindow* window, int width, int height); int main(void) { int tmp = 0; @@ -32,109 +24,17 @@ int main(void) { glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); - unsigned int VBO,VAO,EBO; - glGenVertexArrays(1, &VAO); - glBindVertexArray(VAO); - - glGenBuffers(1, &VBO); - glBindBuffer(GL_ARRAY_BUFFER, VBO); - - glBufferData(GL_ARRAY_BUFFER, sizeof(tri_rgb_vertices), tri_rgb_vertices, - GL_STATIC_DRAW); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0); - glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float))); - glEnableVertexAttribArray(1); - - /* - glGenBuffers(1, &EBO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, GL_STATIC_DRAW); - */ - - unsigned int shaderProgram = - shaderProgramCMPL(rgbVertexShaderSource, rgbFragmentShaderSource); - glUseProgram(shaderProgram); - - while (!glfwWindowShouldClose(window)) { - processInput(window); - - glClearColor(0.2f, 0.3f, 0.3f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - - glUseProgram(shaderProgram); - glBindVertexArray(VAO); - - //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); - glDrawArrays(GL_TRIANGLES, 0, 3); - glfwSwapBuffers(window); - - glfwPollEvents(); - } + while(!glfwWindowShouldClose(window)) + { + glfwSwapBuffers(window); + glfwPollEvents(); + } glfwTerminate(); return 0; } -void processInput(GLFWwindow *window) { - if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) - glfwSetWindowShouldClose(window, true); -} - -void framebuffer_size_callback(GLFWwindow *window, int width, int height) { +void framebuffer_size_callback(GLFWwindow* window, int width, int height) { UNUSED(window); glViewport(0, 0, width, height); } - -unsigned int shaderCMPL(GLenum type, const char *src) { - unsigned int shader; - shader = glCreateShader(type); - glShaderSource(shader, 1, &src, NULL); - glCompileShader(shader); - return shader; -} - -void shaderERR(unsigned int shader) { - int success; - char infoLog[512]; - glGetShaderiv(shader, GL_COMPILE_STATUS, &success); - - if (!success) { - glGetShaderInfoLog(shader, 512, NULL, infoLog); - std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl; - } -} - -unsigned int shaderProgramCMPL(const char *vertexSource, - const char *fragmentSource) { - unsigned int vertexShader; - vertexShader = shaderCMPL(GL_VERTEX_SHADER, vertexSource); - shaderERR(vertexShader); - - unsigned int fragmentShader; - fragmentShader = shaderCMPL(GL_FRAGMENT_SHADER, fragmentSource); - shaderERR(fragmentShader); - - unsigned int shaderProgram; - shaderProgram = glCreateProgram(); - - glAttachShader(shaderProgram, vertexShader); - glAttachShader(shaderProgram, fragmentShader); - glLinkProgram(shaderProgram); - shaderProgramERR(shaderProgram); - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - - return shaderProgram; -} - -void shaderProgramERR(unsigned int shaderProgram) { - int success; - char infoLog[512]; - glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); - - if (!success) { - glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); - std::cout << "ERROR::SHADER::PROGRAM::FAILED\n" << infoLog << std::endl; - } -}