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3 Commits

Author SHA1 Message Date
k
8cb5f8c773 rgb tri 2024-12-19 17:29:25 -05:00
k
d79f49535e hello rectangele 2024-12-08 02:05:17 -05:00
k
fc06658659 Hello triangle 2024-12-06 13:49:31 -05:00
2 changed files with 163 additions and 7 deletions

56
headers/shapes.h Normal file
View File

@ -0,0 +1,56 @@
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";

View File

@ -1,10 +1,18 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cassert> #include <cassert>
#include <iostream>
#include <shapes.h>
#define UNUSED(x) (void)(x) #define UNUSED(x) (void)(x)
void framebuffer_size_callback(GLFWwindow* window, int width, int height); 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);
int main(void) { int main(void) {
int tmp = 0; int tmp = 0;
@ -24,9 +32,43 @@ int main(void) {
glViewport(0, 0, 800, 600); glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
while(!glfwWindowShouldClose(window)) 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); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
} }
@ -34,7 +76,65 @@ int main(void) {
return 0; return 0;
} }
void framebuffer_size_callback(GLFWwindow* window, int width, int height) { 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) {
UNUSED(window); UNUSED(window);
glViewport(0, 0, width, height); 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;
}
}