This commit is contained in:
Christoph J. Scherr 2023-10-24 09:43:04 +02:00
parent 93f4f716c0
commit c804b558b3
2 changed files with 89 additions and 1 deletions

View File

@ -22,6 +22,9 @@ ShaderProgram::Base ShaderProgram::baseFromName(string name) {
}
if (lname == "triangle") {
return Triangle;
}
if (lname == "polygons") {
return Polygons;
} else {
BOOST_LOG_TRIVIAL(fatal) << "unknown base program \"" << name << "\"";
exit(EXIT_USAGE);
@ -40,6 +43,8 @@ string ShaderProgram::baseName() {
return "Empty";
case ShaderProgram::Base::Triangle:
return "Triangle";
case ShaderProgram::Base::Polygons:
return "Polygons";
default:
// this should never occur, as the switch case should cover all variants.
throw std::runtime_error("Undefined base Program");
@ -181,6 +186,89 @@ int ShaderProgram::run(GLFWwindow *window) {
glDeleteBuffers(1, &VBOTriangle);
glDeleteProgram(this->program);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
} else if (this->base == Polygons) {
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
0.5f, 0.8f, 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[] = {
// note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBOTriangle, VAOTriangle, EBOindicies;
glGenBuffers(1, &EBOindicies);
glGenVertexArrays(1, &VAOTriangle);
glGenBuffers(1, &VBOTriangle);
// bind the Vertex Array Object first, then bind and set vertex buffer(s),
// and then configure vertex attributes(s).
glBindVertexArray(VAOTriangle);
glBindBuffer(GL_ARRAY_BUFFER, VBOTriangle);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOindicies);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
(void *)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered
// VBO as the vertex attribute's bound vertex buffer object so afterwards we
// can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOindicies);
// You can unbind the VAO afterwards so other VAO calls won't accidentally
// modify this VAO, but this rarely happens. Modifying other VAOs requires a
// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
// VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(window)) {
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(this->program);
glBindVertexArray(
VAOTriangle); // seeing as we only have a single VAO there's no
// need to bind it every time, but we'll do so to
// keep things a bit more organized
/* glDrawArrays(GL_TRIANGLES, 0, 3); */
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse
// moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAOTriangle);
glDeleteBuffers(1, &VBOTriangle);
glDeleteProgram(this->program);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();

View File

@ -7,7 +7,7 @@
class ShaderProgram {
public:
enum Base { Empty, Triangle };
enum Base { Empty, Triangle, Polygons };
std::string baseName();
static Base baseFromName(std::string name);
ShaderProgram(Base base, std::string vertexSource, std::string fragSource);