Make a shader class and add colors to the verticies.
This commit is contained in:
parent
7215c6aba3
commit
fe8a38d624
10 changed files with 245 additions and 93 deletions
2
.clangd
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2
.clangd
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@ -0,0 +1,2 @@
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CompileFlags:
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Add: [-std=c++20]
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@ -1,4 +1,4 @@
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project('opengl-learning', 'cpp', 'c')
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project('opengl-learning', 'cpp', 'c', default_options: ['cpp_std=c++20'])
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glfw = dependency('glfw3')
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libepoxy = dependency('epoxy')
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8
src/fragment.glsl
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8
src/fragment.glsl
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@ -0,0 +1,8 @@
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// Set the GLSL version to 3.3 and use the OpenGL core profile
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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void main() {
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FragColor = vec4(ourColor, 1.0);
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}
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125
src/main.cc
125
src/main.cc
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@ -1,35 +1,17 @@
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#include <iostream>
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#include <epoxy/gl.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <iostream>
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#include <format>
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#include "shader.hh"
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#include "utilities.hh"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void process_input(GLFWwindow* window);
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void key_pressed(GLFWwindow *window, int key, int scancode, int action, int mods);
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int check_shader_compilation_status(unsigned int shaderId);
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const char* vertexShaderCode = R"(
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// Set the GLSL version to 3.3 and use the OpenGL core profile
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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}
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)";
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const char* fragmentShaderCode = R"(
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// Set the GLSL version to 3.3 and use the OpenGL core profile
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#version 330 core
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out vec4 FragColor;
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uniform vec4 ourColor;
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void main() {
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FragColor = ourColor;
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}
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)";
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bool wireframe;
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bool rectangleToggled;
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@ -52,9 +34,10 @@ struct GlRenderObjects {
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GlRenderObjects* triangle() {
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// An array of verticies containing data for a triangle.
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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// positions // colors
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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unsigned int vertexBufferObject, vertexArrayObject;
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@ -71,12 +54,18 @@ GlRenderObjects* triangle() {
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Tell OpenGL how to process the Vertex attributes so it can pass it to the Vertex shader.
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// This will pass the vertex to the location "0". We tell OpenGL the size of each vertex is 3 floats.
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// This will pass the position attribute to the location "0". We tell OpenGL the size of each position attribute is 3 floats.
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// We tell OpenGL that we're using floating point types.
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// We tell OpenGL we don't want our data to be normalized as its already normalized.
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Pass the color attribute data to the location 1.
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// We tell it to offset the data per "vertex" by 3 floats to get the color data instead of the position data.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@ -85,10 +74,11 @@ GlRenderObjects* triangle() {
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GlRenderObjects* rectangle() {
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float vertices[] = {
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0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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-0.5f, 0.5f, 0.0f
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// positions // colors
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f
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};
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unsigned int indices[] = {
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@ -115,10 +105,15 @@ GlRenderObjects* rectangle() {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferObject);
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// Copy indicies into the GPU's memory.
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// Tell OpenGL on how to process the verticies.
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Process the color data.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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// Unbind the current buffers and arrays from the state.
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@ -155,54 +150,10 @@ int main() {
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// Register a callback for window size changes.
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int vertexShader;
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// Create a OpenGL shader object.
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// Pass the source code to the state.
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glShaderSource(vertexShader, 1, &vertexShaderCode, nullptr);
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// Compile the shader
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glCompileShader(vertexShader);
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std::string currentPath = utilities::getCurrentPath();
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int success;
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char infoLog[512];
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// Check if the shader successfully compiled.
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!check_shader_compilation_status(vertexShader)) {
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glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILIATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int fragmentShader;
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// Create a OpenGL Shader object.
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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// Give the object the source code of the shader, sent with a single string.
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glShaderSource(fragmentShader, 1, &fragmentShaderCode, NULL);
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// Compile the shader.
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glCompileShader(fragmentShader);
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if (!check_shader_compilation_status(fragmentShader)) {
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glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int shaderProgram;
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// Create a OpenGL Shader Program object.
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shaderProgram = glCreateProgram();
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// Attach the Vertex Shader to the Shader Program.
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glAttachShader(shaderProgram, vertexShader);
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// Attach the Fragment Shader to the Shader Program.
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glAttachShader(shaderProgram, fragmentShader);
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// Link the Shader Program.
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::LINKING::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// Create a shader class.
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Shader* shader = new Shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str());
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GlRenderObjects* triangleRenderObjs = triangle();
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GlRenderObjects* rectangleRenderObjs = rectangle();
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@ -219,14 +170,8 @@ int main() {
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// Clear the screen and use the color from the state.
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glClear(GL_COLOR_BUFFER_BIT);
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// Use the shaderProgram shader program for drawing verticies.
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glUseProgram(shaderProgram);
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// Change the uniform color.
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float timeValue = glfwGetTime();
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float greenValue = (std::sin(timeValue) / 2.0f) + 0.5f;
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int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
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glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
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// activate the shader
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shader->activate();
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if (!rectangleToggled) {
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// Bind the state to use the vertexArrayObject object so OpenGL knows what to do with the verticies.
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@ -250,7 +195,7 @@ int main() {
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// Clean up objects from memory.
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delete triangleRenderObjs;
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delete rectangleRenderObjs;
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glDeleteProgram(shaderProgram);
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delete shader;
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glfwTerminate();
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return 0;
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@ -1,6 +1,14 @@
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sources = [
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'main.cc'
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'main.cc',
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'shader.cc',
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'utilities.cc'
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]
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executable('main', sources, dependencies: [glfw, libepoxy])
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copy = find_program('cp')
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fragment = custom_target('fragment', output: 'fragment.glsl', input: 'fragment.glsl', command: [copy, '@INPUT@', '@OUTPUT@'])
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vertex = custom_target('vertex', output: 'vertex.glsl', input: 'vertex.glsl', command: [copy, '@INPUT@', '@OUTPUT@'])
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executable('main', [sources] + [fragment, vertex], dependencies: [glfw, libepoxy])
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executable('fixedfunction', ['fixedfunction.cc'], dependencies: [glfw, libepoxy])
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105
src/shader.cc
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105
src/shader.cc
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#include "shader.hh"
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <epoxy/gl.h>
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#include <format>
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Shader::Shader(const char* vertexPath, const char* fragmentPath) {
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std::string vertexCode, fragmentCode;
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std::ifstream vShaderFile, fShaderFile;
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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// open shader files.
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// read files into stringstreams.
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close the file handles.
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vShaderFile.close();
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fShaderFile.close();
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// convert the streams into c++ strings.
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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} catch (std::ifstream::failure e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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// compile vertex and fragment shaders.
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uint vertex, fragment;
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vertex = compileVertexShader(vertexCode);
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fragment = compileFragmentShader(fragmentCode);
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// link the shader to a shader program.
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id = glCreateProgram();
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glAttachShader(id, vertex);
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glAttachShader(id, fragment);
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glLinkProgram(id);
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// check if the shader program successfully linked.
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int success;
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char infoLog[512];
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glGetProgramiv(id, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(id, 512, nullptr, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << std::endl << infoLog << std::endl;
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}
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// clean up un-needed shader objects.
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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Shader::~Shader() {
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glDeleteProgram(id);
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}
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uint Shader::compileShader(std::string code, GLenum type, std::string shaderTypeName) {
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int success;
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uint shader;
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char infoLog[512];
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const char* codeCString = code.c_str();
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &codeCString, nullptr);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cout << std::format("ERROR::SHADER::{}::COMPILATION_FAILED", shaderTypeName) << std::endl << infoLog << std::endl;
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}
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return shader;
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}
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uint Shader::compileVertexShader(std::string code) {
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return compileShader(code, GL_VERTEX_SHADER, "VERTEX");
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}
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uint Shader::compileFragmentShader(std::string code) {
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return compileShader(code, GL_FRAGMENT_SHADER, "FRAGMENT");
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}
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void Shader::activate() {
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glUseProgram(id);
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}
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void Shader::setBool(const std::string &name, bool value) const {
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glUniform1f(glGetUniformLocation(id, name.c_str()), (int)value);
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}
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void Shader::setInt(const std::string &name, int value) const {
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glUniform1f(glGetUniformLocation(id, name.c_str()), value);
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}
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void Shader::setFloat(const std::string &name, float value) const {
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glUniform1f(glGetUniformLocation(id, name.c_str()), value);
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}
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25
src/shader.hh
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25
src/shader.hh
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#ifndef SHADER_HH
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#define SHADER_HH
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#include <string>
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#include <epoxy/gl.h>
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class Shader {
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public:
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// The Shader ID.
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unsigned int id;
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// Constructor that builds the shader from a path of vertex and fragment shaders.
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Shader(const char* vertexPath, const char* fragmentPath);
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// Destructor that cleans up memory.
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~Shader();
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// activate the shader.
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void activate();
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// utility uniform functions
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void setBool(const std::string &name, bool value) const;
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void setInt(const std::string &name, int value) const;
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void setFloat(const std::string &name, float value) const;
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private:
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uint compileShader(std::string code, GLenum type, std::string shaderTypeName);
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uint compileVertexShader(std::string code);
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uint compileFragmentShader(std::string code);
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};
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#endif
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38
src/utilities.cc
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38
src/utilities.cc
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#include "utilities.hh"
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#include <cstddef>
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#include <string>
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#include <sstream>
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#include <unistd.h>
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#include <linux/limits.h>
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std::string utilities::getCurrentPath() {
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char result[PATH_MAX];
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ssize_t count = readlink("/proc/self/exe", result, PATH_MAX);
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std::string executablePath = std::string(result, (count > 0) ? count : 0);
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std::vector<std::string> stringVector = utilities::splitString(executablePath, '/');
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stringVector.pop_back();
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return utilities::combineString(stringVector, '/');
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}
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std::vector<std::string> utilities::splitString(std::string string, char delimiter) {
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size_t last = 0;
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size_t next = 0;
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std::vector<std::string> vector;
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while ((next = string.find(delimiter, last)) != std::string::npos) {
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vector.push_back(string.substr(last, next-last));
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last = next + 1;
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}
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vector.push_back(string.substr(last));
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return vector;
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}
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std::string utilities::combineString(std::vector<std::string> stringVector, char delimiter) {
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std::stringstream stringStream;
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for (auto it = stringVector.begin() ; it != stringVector.end(); it++) {
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if (it != stringVector.begin()) {
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stringStream << delimiter;
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}
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stringStream << *it;
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}
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return stringStream.str();
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}
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11
src/utilities.hh
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11
src/utilities.hh
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#ifndef UTILITIES_HH
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#define UTILITIES_HH
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#include <string>
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#include <vector>
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namespace utilities {
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std::string getCurrentPath();
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std::vector<std::string> splitString(std::string string, char delimiter);
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std::string combineString(std::vector<std::string> stringVector, char delimiter);
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}
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#endif
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10
src/vertex.glsl
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10
src/vertex.glsl
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// Set the GLSL version to 3.3 and use the OpenGL core profile
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec3 ourColor;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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}
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