saved window position on startup.

tidy up moar.

exercises.
This commit is contained in:
siriusfox 2022-07-03 13:09:38 -07:00
parent 1a96538a0e
commit 437b1ccd44
6 changed files with 74 additions and 31 deletions

View file

@ -24,6 +24,8 @@ int main(void) {
// 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();
@ -40,12 +42,15 @@ int main(void) {
return -1;
}
/* ====================================================================== */
/* ====================================================================== */
/* ====================================================================== */
i32 success;
char infoLog[512];
// Create the vertex shader
GLchar *shdr_src_vertex;
readshader("vertex.glsl", &shdr_src_vertex);
readshader("vertex.vert", &shdr_src_vertex);
u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
glCompileShader(vertexShader);
@ -61,7 +66,7 @@ int main(void) {
// Create the fragment shader
GLchar *shdr_src_fragment;
readshader("fragment.glsl", &shdr_src_fragment);
readshader("fragment.frag", &shdr_src_fragment);
u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader);
@ -92,6 +97,9 @@ int main(void) {
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
/* ====================================================================== */
/* ====================================================================== */
// Define the vertex shader dat.
f32 vertices[] = {
0.5f, 0.5f, 0.0f, // tr
@ -101,32 +109,47 @@ int main(void) {
};
u32 indicies[] {
0, 1, 3, // t1
1, 2, 3 // t2
2, 1, 3 // t2
};
u32 EBO;
u32 VBO;
u32 VAO;
glGenBuffers(1, &EBO);
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
u32 VBO; // Vertex Buffer Object refernce number
glGenBuffers(1, &VBO); // ask the GPU for a reference for one buffer
u32 VAO; // Vertex Array Object refernce number
glGenVertexArrays(1, &VAO); // 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
glBindVertexArray(VAO);
// copy in data to the VBO
// Bind VAO, meaning we
glBindVertexArray(VAO);
// Tell the GPU subsequent calls to modify buffers apply to this buffer,
// namely, the VBO buffer.
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// copy in data to the VBO. I.e. give it a pointer to some data, tell it
// how the entire buffer will be. sizeof(*[]) evaluates the full allocated
// size of the data object.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Setup the indexing into the VBO data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
// Next, tell the GPU how to use the GL_ELEMENT_ARRAY_BUfFER.
// In this case, read from the 0th index, 3 elements at a time as
// off of the indirected GL_ARRAY_BUFFER as floating point numbers. Do not
// re-normalize the values (i.e., they're already normalized), and use a
// stride of 3xf32 as we walk through the data in the original GL_ARRAY_BUFFER
// Target the Atrib pointer in the VAO to the VBO inside it.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
// STart at Zero
// For the VAO array (theoretically, but we have an array of 1), start
// at the 0th element of the VAO array.
glEnableVertexAttribArray(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// 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.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// ??
glBindVertexArray(0); // i.e., UNBIND the vertex array.
while(!glfwWindowShouldClose(window)) {
processInput(window);
@ -136,7 +159,6 @@ int main(void) {
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Finish up
@ -144,6 +166,16 @@ int main(void) {
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
i32 xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);
std::cout << "Closed window at position\n (X,Y) = "
<< xpos << ", " << ypos << "\n" << std::endl;
glfwTerminate();
return 0;
}

View file

@ -1,6 +0,0 @@
#version 420 core
layout (location = 0) in vec3 aPos;
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

10
res/shaders/vertex.vert Normal file
View file

@ -0,0 +1,10 @@
#version 420 core
layout (location = 0) in vec3 aPos;
//layout (location = 0) in vec2 aPos;
//layout (location = 0) in float aPosx;
//layout (location = 1) in float aPosy;
//layout (location = 2) in float aPosz;
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

View file

@ -3,7 +3,7 @@
#include "lgl_callbacks.h"
void framebuffer_size_callback(
GLFWwindow* window, GLint width, GLint height) {
GLFWwindow* window, GLsizei width, GLsizei height) {
/*
GLint nwidth = width - 60;

View file

@ -9,6 +9,9 @@
#define CONST_READSHADER_MAX_FN_LEN 256
#define CONST_READSHADER_MAX_FN_SIZE 32*1024
//#define LPR__VERBOSE_SHADER
int readshader(const char *fn, GLchar** pshdr_source) {
char shader_fn[CONST_READSHADER_MAX_FN_LEN];
assert(strlen(fn) + 9 < CONST_READSHADER_MAX_FN_LEN);
@ -18,12 +21,15 @@ int readshader(const char *fn, GLchar** pshdr_source) {
snprintf(shader_fn, CONST_READSHADER_MAX_FN_LEN, "res/shaders/%s", fn);
printf("%s\n", shader_fn);
#ifdef LPR__VERBOSE_SHADER
printf("Load: '%s'\n", shader_fn);
#endif
if (stat(shader_fn, &status_buffer) == -1) {
if (stat(shader_fn, &status_buffer) != 0) {
printf("Failed to stat file '%s'\n", shader_fn);
return 0;
return -1;
}
assert(status_buffer.st_size < CONST_READSHADER_MAX_FN_SIZE-1);
FILE *fh = fopen(shader_fn, "r");
@ -37,12 +43,13 @@ int readshader(const char *fn, GLchar** pshdr_source) {
assert(read_bytes < CONST_READSHADER_MAX_FN_SIZE-1);
shdr_source[read_bytes] = '\0';
#ifdef LPR__VERBOSE_SHADER
puts(shdr_source);
#endif
fclose(fh);
assert(shdr_source != NULL);
*pshdr_source = shdr_source;
return 0;