done hellow triangle.

This commit is contained in:
siriusfox 2022-07-03 18:24:27 -07:00
parent 437b1ccd44
commit 56bc859562
2 changed files with 89 additions and 44 deletions

127
mybox.cpp
View file

@ -67,27 +67,52 @@ int main(void) {
// Create the fragment shader
GLchar *shdr_src_fragment;
readshader("fragment.frag", &shdr_src_fragment);
u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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, 512, NULL, infoLog);
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 = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()};
glAttachShader(shaderProgram[0], vertexShader);
glAttachShader(shaderProgram[1], vertexShader);
glAttachShader(shaderProgram[0], fragmentShader[0]);
glAttachShader(shaderProgram[1], fragmentShader[1]);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
glLinkProgram(shaderProgram[0]);
glGetProgramiv(shaderProgram[0], GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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;
@ -95,45 +120,56 @@ int main(void) {
// Free the old shader bits
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteShader(fragmentShader[0]);
glDeleteShader(fragmentShader[1]);
/* ====================================================================== */
/* ====================================================================== */
// Define the vertex shader dat.
f32 vertices[] = {
0.5f, 0.5f, 0.0f, // tr
0.5f, -0.5f, 0.0f, // br
-0.5f, -0.5f, 0.0f, // bl
-0.5f, 0.5f, 0.0f // tl
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, 3, // t1
2, 1, 3 // t2
0, 1, 2, // t1
};
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 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);
glBindVertexArray(VAO[0]);
// 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);
// 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.
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);
@ -141,8 +177,6 @@ int main(void) {
// 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);
// ??
@ -157,23 +191,28 @@ int main(void) {
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(2, VAO);
glDeleteBuffers(2, VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
glDeleteProgram(shaderProgram[0]);
glDeleteProgram(shaderProgram[1]);
i32 xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);
std::cout << "Closed window at position\n (X,Y) = "
std::cout << "Closed window at pos`ition\n (X,Y) = "
<< xpos << ", " << ypos << "\n" << std::endl;
glfwTerminate();

View file

@ -0,0 +1,6 @@
#version 420 core
out vec4 FragColor;
void main() {
FragColor = vec4(0.0f, 1.0f, 0.2f, 1.0f);
}