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3 commits
5a5295231b
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93f4f716c0
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93f4f716c0 | |||
3c36684f41 | |||
fd7f680592 |
3 changed files with 87 additions and 14 deletions
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@ -1 +1,7 @@
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// empty
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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}
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@ -54,8 +54,8 @@ ShaderProgram::ShaderProgram(Base base, string vertexSource,
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string fragSource) {
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string fragSource) {
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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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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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@ -78,7 +78,6 @@ ShaderProgram::ShaderProgram(Base base, string vertexSource,
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exit(EXIT_SHADER);
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exit(EXIT_SHADER);
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}
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}
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/* FIXME: Optionally include a frag shader
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BOOST_LOG_TRIVIAL(trace) << "loading fragments shader";
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BOOST_LOG_TRIVIAL(trace) << "loading fragments shader";
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glShaderSource(this->frag, 1, &fragSource_c, NULL);
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glShaderSource(this->frag, 1, &fragSource_c, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
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BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
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@ -91,7 +90,24 @@ ShaderProgram::ShaderProgram(Base base, string vertexSource,
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<< infoLog << std::endl;
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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exit(EXIT_SHADER);
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}
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}
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*/
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// combine it all in a actual program
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this->program = glCreateProgram();
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glAttachShader(this->program, this->vertex);
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glAttachShader(this->program, this->frag);
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glLinkProgram(this->program);
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glGetProgramiv(this->program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(this->program, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not link shader program:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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// finalizing our setup
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glDeleteShader(this->vertex);
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glDeleteShader(this->frag);
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}
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}
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/** defines the base program behavior.
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/** defines the base program behavior.
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@ -100,29 +116,79 @@ ShaderProgram::ShaderProgram(Base base, string vertexSource,
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*/
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*/
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int ShaderProgram::run(GLFWwindow *window) {
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int ShaderProgram::run(GLFWwindow *window) {
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if (this->base == Triangle) {
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if (this->base == Triangle) {
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vTriangle[] = {
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float vTriangle[] = {
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-0.5f, -0.5f, 0.0f, // opengl
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // treats 3d arrays
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // as large 1d arrays
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0.0f, 0.5f, 0.0f // top
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};
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};
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unsigned int oTriangle;
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glGenBuffers(1, &oTriangle);
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unsigned int VBOTriangle, VAOTriangle;
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glBindBuffer(GL_ARRAY_BUFFER, oTriangle);
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glGenVertexArrays(1, &VAOTriangle);
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glGenBuffers(1, &VBOTriangle);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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glBindVertexArray(VAOTriangle);
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glBindBuffer(GL_ARRAY_BUFFER, VBOTriangle);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered
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// VBO as the vertex attribute's bound vertex buffer object so afterwards we
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// can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// input
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// -----
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processInput(window);
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processInput(window);
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glClearColor(0.9f, 0.3f, 0.3f, 1.0f);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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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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// 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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// glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse
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// moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAOTriangle);
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glDeleteBuffers(1, &VBOTriangle);
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glDeleteProgram(this->program);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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return 0;
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} else // Empty
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} else // Empty
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{
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{
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// use the compiled shader
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return 0;
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glUseProgram(this->program);
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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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@ -17,6 +17,7 @@ protected:
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unsigned int vertex;
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unsigned int vertex;
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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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};
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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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