rewrite for practice.

This commit is contained in:
siriusfox 2022-07-03 19:10:31 -07:00
parent 56bc859562
commit 177689ec0f
2 changed files with 333 additions and 137 deletions

222
mybox.cpp
View file

@ -1,29 +1,55 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cassert>
#include <string.h>
#include "src/standard_ints.h"
#include "src/lgl_callbacks.h"
#include "src/lgl_shader_tools.h"
#define SHADER_CNT 3
char *shader_list[SHADER_CNT] = {
"vertex.vert",
"fragment.frag",
"fragment2.frag"
};
struct shader_storage {
u32 type;
bool compiled;
bool freed;
u32 h;
};
struct shader_storage shader_set[SHADER_CNT] = {
{GL_VERTEX_SHADER},
{GL_FRAGMENT_SHADER},
{GL_FRAGMENT_SHADER}
};
void helper_capabilitiesCheck() {
i32 numAttrs;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numAttrs);
std::cout << "Maximum number of vertex attributes for this hardware: "
<< numAttrs << std::endl;
}
int main(void) {
std::cout << "Hello Shaders." << std::endl;
std::cout << "Hello World." << std::endl;
// Setup GLFW context
glfwInit();
// Establish 4.2 GL requirement
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Build the winodw
GLFWwindow *window = glfwCreateWindow(960, 400,
"Hello MyBox", NULL, NULL);
"Hello Shader", NULL, NULL);
glfwSetWindowPos(window, 140, 1000);
if (window == NULL) {
@ -33,99 +59,69 @@ int main(void) {
}
glfwMakeContextCurrent(window);
// Set the resize callback;
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// Setup the glad loader
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initalize GLAD." << std::endl;
glfwTerminate();
return -1;
}
helper_capabilitiesCheck();
/* ====================================================================== */
/* ====================================================================== */
/* ====================================================================== */
i32 success;
char infoLog[512];
// Create the vertex shader
GLchar *shdr_src_vertex;
readshader("vertex.vert", &shdr_src_vertex);
u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
freeshader(shdr_src_vertex);
char debug_msg[512];
GLchar *shdr_source;
for (u32 i = 0; i < SHADER_CNT; i++) {
shader_set[i].h = glCreateShader(shader_set[i].type);
readshader(shader_list[i], &shdr_source);
glShaderSource(shader_set[i].h, 1, &shdr_source, NULL);
glCompileShader(shader_set[i].h);
glGetShaderiv(shader_set[i].h, GL_COMPILE_STATUS, &success);
freeshader(shdr_source);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" <<
infoLog << std::endl;
glGetShaderInfoLog(shader_set[i].h, 512, NULL, debug_msg);
std::cerr << "ERROR SHADER::Compilation Failed for shader: \n\t" <<
shader_list[i] << std::endl;
return -1;
} else {
shader_set[i].compiled = true;
}
}
// Create the fragment shader
GLchar *shdr_src_fragment;
readshader("fragment.frag", &shdr_src_fragment);
u32 fragmentShader[2] = {
glCreateShader(GL_FRAGMENT_SHADER),
glCreateShader(GL_FRAGMENT_SHADER)
};
glShaderSource(fragmentShader[0], 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader[0]);
glGetShaderiv(fragmentShader[0], GL_COMPILE_STATUS, &success);
freeshader(shdr_src_fragment);
// Next, generate the shader programs
u32 shaderProgram[2];
for (u32 i = 0; i < 2; i++) {
shaderProgram[i] = glCreateProgram();
glAttachShader(shaderProgram[i], shader_set[0].h);
}
glAttachShader(shaderProgram[0], shader_set[1].h);
glAttachShader(shaderProgram[1], shader_set[2].h);
for (u32 i = 0; i < 2; i++) {
glLinkProgram(shaderProgram[i]);
glGetProgramiv(shaderProgram[i], GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader[0], 512, NULL, infoLog);
std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
infoLog << std::endl;
glGetProgramInfoLog(shaderProgram[i], 512, NULL, debug_msg);
std::cout << "ERROR SHADER::Linking Failed\n" <<
debug_msg << std::endl;
return -1;
}
readshader("fragment2.frag", &shdr_src_fragment);
glShaderSource(fragmentShader[1], 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader[1]);
glGetShaderiv(fragmentShader[1], GL_COMPILE_STATUS, &success);
freeshader(shdr_src_fragment);
if (!success) {
glGetShaderInfoLog(fragmentShader[1], 512, NULL, infoLog);
std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
infoLog << std::endl;
return -1;
}
// Create the shader program
u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()};
glAttachShader(shaderProgram[0], vertexShader);
glAttachShader(shaderProgram[1], vertexShader);
glAttachShader(shaderProgram[0], fragmentShader[0]);
glAttachShader(shaderProgram[1], fragmentShader[1]);
glLinkProgram(shaderProgram[0]);
glGetProgramiv(shaderProgram[0], GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram[0], 512, NULL, infoLog);
std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
infoLog << std::endl;
return -1;
for (u32 i = 0; i < SHADER_CNT; i++) {
if (shader_set[i].compiled && !shader_set[i].freed) {
glDeleteShader(shader_set[i].h);
shader_set[i].freed = true;
}
glLinkProgram(shaderProgram[1]);
glGetProgramiv(shaderProgram[1], GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram[1], 512, NULL, infoLog);
std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
infoLog << std::endl;
return -1;
}
// Free the old shader bits
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader[0]);
glDeleteShader(fragmentShader[1]);
/* ====================================================================== */
/* ====================================================================== */
/* ====================================================================== */
// Define the vertex shader dat.
f32 vertices_1[] = {
-0.9f, -0.66f, 0.0f,
@ -133,82 +129,61 @@ int main(void) {
-0.50f, +0.66f, 0.0f
};
f32 vertices_2[sizeof(vertices_1)/sizeof(f32)];
for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i++) {
if (i % 3 == 0) {
vertices_2[i] = -1*vertices_1[i];
} else {
vertices_2[i] = vertices_1[i];
}
memcpy(vertices_2, vertices_1, sizeof(vertices_1));
for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i+=3) {
vertices_2[i] *= -1;
}
f32 *vert_ptr[2];
vert_ptr[0] = vertices_1;
vert_ptr[1] = vertices_2;
u32 indicies[] {
0, 1, 2, // t1
};
u32 VAO[2]; // Vertex Array Object refernce number
glGenVertexArrays(2, VAO); // ask the GPU for a reference for one buffer
u32 VBO[2]; // Vertex Buffer Object refernce number
glGenBuffers(2, VBO); // ask the GPU for a reference for one buffer
u32 EBO; //
glGenBuffers(1, &EBO); // ask the gpu for a reference for one buffer
// Bind VAO, meaning we
glBindVertexArray(VAO[0]);
// Tell the GPU subsequent calls to modify buffers apply to this buffer,
// namely, the VBO buffer.
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vertices_1, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
// For the current Generic Vertex Attirbute Array object (VAO), indicate
// what index we should be starting in for subsequent draw calls.
glEnableVertexAttribArray(0);
u32 VAOs[2];
glGenVertexArrays(2, VAOs);
u32 VBOs[2];
glGenBuffers(2, VBOs);
u32 EBO;
glGenBuffers(1, &EBO);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW);
for (u32 i = 0; i < 2; i++) {
glBindVertexArray(VAOs[i]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[i]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vert_ptr[i], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
// For the VAO array (theoretically, but we have an array of 1), start
// at the 0th element of the VAO array.
glEnableVertexAttribArray(0);
// Setup the indexing into the VBO data. The EBO is the indirection buffer
// that tells the GPU where to look into it's known GL_ARRAY_BUFFER object
// for data.
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// ??
glBindVertexArray(0); // i.e., UNBIND the vertex array.
while(!glfwWindowShouldClose(window)) {
processInput(window);
// Do some rendering
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram[0]);
glBindVertexArray(VAO[0]);
for (u32 i = 0; i < 2; i++) {
glUseProgram(shaderProgram[i]);
glBindVertexArray(VAOs[i]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(shaderProgram[1]);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
}
// Finish up
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(2, VAO);
glDeleteBuffers(2, VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram[0]);
glDeleteProgram(shaderProgram[1]);
glDeleteVertexArrays(2, VAOs);
glDeleteBuffers(2, VBOs);
glDeleteTextures(1, &EBO);
for (u32 i = 0; i < 2; i++) {
glDeleteProgram(shaderProgram[i]);
}
i32 xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);
@ -217,4 +192,5 @@ int main(void) {
glfwTerminate();
return 0;
}

220
mybox_1.cpp Normal file
View file

@ -0,0 +1,220 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cassert>
#include "src/standard_ints.h"
#include "src/lgl_callbacks.h"
#include "src/lgl_shader_tools.h"
int main(void) {
std::cout << "Hello World." << std::endl;
// Setup GLFW context
glfwInit();
// Establish 4.2 GL requirement
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Build the winodw
GLFWwindow *window = glfwCreateWindow(960, 400,
"Hello MyBox", NULL, NULL);
glfwSetWindowPos(window, 140, 1000);
if (window == NULL) {
std::cout << "Failed to create GLFW window." << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Set the resize callback;
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// Setup the glad loader
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initalize GLAD." << std::endl;
return -1;
}
/* ====================================================================== */
/* ====================================================================== */
/* ====================================================================== */
i32 success;
char infoLog[512];
// Create the vertex shader
GLchar *shdr_src_vertex;
readshader("vertex.vert", &shdr_src_vertex);
u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
freeshader(shdr_src_vertex);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" <<
infoLog << std::endl;
return -1;
}
// Create the fragment shader
GLchar *shdr_src_fragment;
readshader("fragment.frag", &shdr_src_fragment);
u32 fragmentShader[2] = {
glCreateShader(GL_FRAGMENT_SHADER),
glCreateShader(GL_FRAGMENT_SHADER)
};
glShaderSource(fragmentShader[0], 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader[0]);
glGetShaderiv(fragmentShader[0], GL_COMPILE_STATUS, &success);
freeshader(shdr_src_fragment);
if (!success) {
glGetShaderInfoLog(fragmentShader[0], 512, NULL, infoLog);
std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
infoLog << std::endl;
return -1;
}
readshader("fragment2.frag", &shdr_src_fragment);
glShaderSource(fragmentShader[1], 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader[1]);
glGetShaderiv(fragmentShader[1], GL_COMPILE_STATUS, &success);
freeshader(shdr_src_fragment);
if (!success) {
glGetShaderInfoLog(fragmentShader[1], 512, NULL, infoLog);
std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
infoLog << std::endl;
return -1;
}
// Create the shader program
u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()};
glAttachShader(shaderProgram[0], vertexShader);
glAttachShader(shaderProgram[1], vertexShader);
glAttachShader(shaderProgram[0], fragmentShader[0]);
glAttachShader(shaderProgram[1], fragmentShader[1]);
glLinkProgram(shaderProgram[0]);
glGetProgramiv(shaderProgram[0], GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram[0], 512, NULL, infoLog);
std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
infoLog << std::endl;
return -1;
}
glLinkProgram(shaderProgram[1]);
glGetProgramiv(shaderProgram[1], GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram[1], 512, NULL, infoLog);
std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
infoLog << std::endl;
return -1;
}
// Free the old shader bits
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader[0]);
glDeleteShader(fragmentShader[1]);
/* ====================================================================== */
/* ====================================================================== */
// Define the vertex shader dat.
f32 vertices_1[] = {
-0.9f, -0.66f, 0.0f,
-0.1f, -0.66f, 0.0f,
-0.50f, +0.66f, 0.0f
};
f32 vertices_2[sizeof(vertices_1)/sizeof(f32)];
for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i++) {
if (i % 3 == 0) {
vertices_2[i] = -1*vertices_1[i];
} else {
vertices_2[i] = vertices_1[i];
}
}
u32 indicies[] {
0, 1, 2, // t1
};
u32 VAO[2]; // Vertex Array Object refernce number
glGenVertexArrays(2, VAO); // ask the GPU for a reference for one buffer
u32 VBO[2]; // Vertex Buffer Object refernce number
glGenBuffers(2, VBO); // ask the GPU for a reference for one buffer
u32 EBO; //
glGenBuffers(1, &EBO); // ask the gpu for a reference for one buffer
// Bind VAO, meaning we
glBindVertexArray(VAO[0]);
// Tell the GPU subsequent calls to modify buffers apply to this buffer,
// namely, the VBO buffer.
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vertices_1, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
// For the current Generic Vertex Attirbute Array object (VAO), indicate
// what index we should be starting in for subsequent draw calls.
glEnableVertexAttribArray(0);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
// For the VAO array (theoretically, but we have an array of 1), start
// at the 0th element of the VAO array.
glEnableVertexAttribArray(0);
// Setup the indexing into the VBO data. The EBO is the indirection buffer
// that tells the GPU where to look into it's known GL_ARRAY_BUFFER object
// for data.
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// ??
glBindVertexArray(0); // i.e., UNBIND the vertex array.
while(!glfwWindowShouldClose(window)) {
processInput(window);
// Do some rendering
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram[0]);
glBindVertexArray(VAO[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(shaderProgram[1]);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
// Finish up
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(2, VAO);
glDeleteBuffers(2, VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram[0]);
glDeleteProgram(shaderProgram[1]);
i32 xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);
std::cout << "Closed window at pos`ition\n (X,Y) = "
<< xpos << ", " << ypos << "\n" << std::endl;
glfwTerminate();
return 0;
}