wireframe
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@ -55,13 +55,14 @@ string ShaderProgram::baseName() {
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* @param vertexSource C style string with NULL termination
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* @param vertexSource C style string with NULL termination
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* @param fragSource C style string with NULL termination
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* @param fragSource C style string with NULL termination
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*/
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*/
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ShaderProgram::ShaderProgram(Base base, string vertexSource,
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ShaderProgram::ShaderProgram(Base base, string vertexSource, string fragSource,
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string fragSource) {
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bool wireframe /* = false */) {
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int success;
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int success;
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char infoLog[512];
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char infoLog[512];
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const char *vertexSource_c = vertexSource.c_str();
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const char *vertexSource_c = vertexSource.c_str();
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const char *fragSource_c = fragSource.c_str();
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const char *fragSource_c = fragSource.c_str();
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this->base = base;
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this->base = base;
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this->wireframe = wireframe;
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BOOST_LOG_TRIVIAL(info) << "With base program \"" << this->baseName() << "\"";
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BOOST_LOG_TRIVIAL(info) << "With base program \"" << this->baseName() << "\"";
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// NOTE: char arrays and char pointers are not actually the same.
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// NOTE: char arrays and char pointers are not actually the same.
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// glShaderSource requires a char[] as it appears. We pass the
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// glShaderSource requires a char[] as it appears. We pass the
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@ -154,8 +155,9 @@ int ShaderProgram::run(GLFWwindow *window) {
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// VBOs) when it's not directly necessary.
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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if (this->wireframe) {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// input
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// input
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// -----
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// -----
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@ -168,9 +170,10 @@ int ShaderProgram::run(GLFWwindow *window) {
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// draw our first triangle
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// draw our first triangle
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glUseProgram(this->program);
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glUseProgram(this->program);
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glBindVertexArray(VAOTriangle); // seeing as we only have a single VAO there's no
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glBindVertexArray(
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// need to bind it every time, but we'll do so to
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VAOTriangle); // seeing as we only have a single VAO there's no
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// keep things a bit more organized
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// need to bind it every time, but we'll do so to
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// keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindVertexArray(0); // no need to unbind it every time
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// glBindVertexArray(0); // no need to unbind it every time
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@ -235,8 +238,9 @@ int ShaderProgram::run(GLFWwindow *window) {
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// VBOs) when it's not directly necessary.
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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if (this->wireframe) {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// input
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// input
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// -----
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// -----
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@ -277,6 +281,9 @@ int ShaderProgram::run(GLFWwindow *window) {
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{
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{
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// use the compiled shader
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// use the compiled shader
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glUseProgram(this->program);
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glUseProgram(this->program);
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if (this->wireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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processInput(window);
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@ -10,16 +10,18 @@ public:
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enum Base { Empty, Triangle, Polygons };
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enum Base { Empty, Triangle, Polygons };
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std::string baseName();
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std::string baseName();
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static Base baseFromName(std::string name);
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static Base baseFromName(std::string name);
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ShaderProgram(Base base, std::string vertexSource, std::string fragSource);
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ShaderProgram(Base base, std::string vertexSource, std::string fragSource,
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int run(GLFWwindow* window);
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bool wireframe = false);
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int run(GLFWwindow *window);
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protected:
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protected:
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unsigned int vertex;
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unsigned int vertex;
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bool wireframe;
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unsigned int frag;
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unsigned int frag;
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Base base;
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Base base;
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unsigned int program;
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unsigned int program;
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};
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};
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int mainWindow(ShaderProgram* shaderProgramm, GLFWwindow* window);
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int mainWindow(ShaderProgram *shaderProgramm, GLFWwindow *window);
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GLFWwindow* initGl();
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GLFWwindow *initGl();
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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#endif
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#endif
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13
src/main.cpp
13
src/main.cpp
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@ -18,7 +18,8 @@ int main(int argc, char **argv) {
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po::options_description desc("Available options");
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po::options_description desc("Available options");
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desc.add_options()("help,h", "show help")("verbose,v", "more verbose output")(
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desc.add_options()("help,h", "show help")("verbose,v", "more verbose output")(
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"vert", po::value<string>()->required(), "vertex shader file")(
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"vert", po::value<string>()->required(), "vertex shader file")(
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"frag", po::value<string>()->required(), "fragment shader file")(
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"frag", po::value<string>()->required(),
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"fragment shader file")("wire,w", "activate wireframe mode")(
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"base,b", po::value<string>()->required(), "base program");
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"base,b", po::value<string>()->required(), "base program");
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/* unused for now */
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/* unused for now */
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@ -82,11 +83,11 @@ int main(int argc, char **argv) {
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string buf;
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string buf;
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string vert;
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string vert;
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string frag;
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string frag;
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while(!fvert.eof()) {
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while (!fvert.eof()) {
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getline(fvert, buf);
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getline(fvert, buf);
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vert.append(buf + "\n");
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vert.append(buf + "\n");
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}
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}
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while(!ffrag.eof()) {
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while (!ffrag.eof()) {
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getline(ffrag, buf);
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getline(ffrag, buf);
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frag.append(buf + "\n");
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frag.append(buf + "\n");
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}
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}
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@ -104,7 +105,7 @@ int main(int argc, char **argv) {
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BOOST_LOG_TRIVIAL(trace) << "Creating ShaderProgram";
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BOOST_LOG_TRIVIAL(trace) << "Creating ShaderProgram";
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// TODO: determinde ShaderProgram::Base with a CLI arg
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// TODO: determinde ShaderProgram::Base with a CLI arg
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ShaderProgram shaderProgram(base, vert, frag);
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ShaderProgram shaderProgram(base, vert, frag, !vm["wire"].empty());
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/* Run our main program */
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/* Run our main program */
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BOOST_LOG_TRIVIAL(trace) << "Starting mainWindow";
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BOOST_LOG_TRIVIAL(trace) << "Starting mainWindow";
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@ -117,7 +118,8 @@ int main(int argc, char **argv) {
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void help(char *prog, po::options_description desc) {
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void help(char *prog, po::options_description desc) {
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cout << "Usage:" << endl
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cout << "Usage:" << endl
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<< prog
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<< prog
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<< " [-vh] [--vert] shaders/vertex.glsl [--frag] shaders/fragment.glsl"
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<< " [-vwh] \\\n\t--vert shaders/vertex.glsl \\\n\t--frag "
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"shaders/fragment.glsl \\\n\t--base BASE_PROGRAM"
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<< endl
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<< endl
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<< endl
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<< endl
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<< "return values:" << endl
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<< "return values:" << endl
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@ -132,6 +134,7 @@ void help(char *prog, po::options_description desc) {
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<< "base programs:" << endl
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<< "base programs:" << endl
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<< "Empty\t\t-\tEmpty window with colored background" << endl
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<< "Empty\t\t-\tEmpty window with colored background" << endl
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<< "Triangle\t-\tA static Triangle" << endl
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<< "Triangle\t-\tA static Triangle" << endl
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<< "Polygons\t-\tA small amount of polygons" << endl
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<< endl
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<< endl
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<< endl
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<< endl
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<< desc << endl;
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<< desc << endl;
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