Add project files.
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31
LearningOpenGL.sln
Normal file
31
LearningOpenGL.sln
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@@ -0,0 +1,31 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.8.34330.188
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LearningOpenGL", "LearningOpenGL.vcxproj", "{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x64 = Release|x64
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Debug|x64.Build.0 = Debug|x64
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Debug|x86.Build.0 = Debug|Win32
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Release|x64.ActiveCfg = Release|x64
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Release|x64.Build.0 = Release|x64
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Release|x86.ActiveCfg = Release|Win32
|
||||
{3C2529AD-C6AB-4D39-A409-EBB27FC9653A}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {0FC02A26-2AB4-4E64-A0A0-0EB58E2AE683}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
148
LearningOpenGL.vcxproj
Normal file
148
LearningOpenGL.vcxproj
Normal file
@@ -0,0 +1,148 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{3c2529ad-c6ab-4d39-a409-ebb27fc9653a}</ProjectGuid>
|
||||
<RootNamespace>LearningOpenGL</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<IncludePath>C:\Development Tools\glm-0.9.9.7\glm;C:\Development Tools\glad\include;C:\Development Tools\glfw-3.4.bin.WIN64\glfw-3.4.bin.WIN64\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Development Tools\glfw-3.4.bin.WIN64\glfw-3.4.bin.WIN64\lib-vc2022;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>C:\Development Projects\LearningOpenGL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>glfw3.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\Development Tools\glad\src\glad.c" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="fragment.frag" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="shader.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
33
LearningOpenGL.vcxproj.filters
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33
LearningOpenGL.vcxproj.filters
Normal file
@@ -0,0 +1,33 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\Development Tools\glad\src\glad.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="fragment.frag" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
8
fragment.frag
Normal file
8
fragment.frag
Normal file
@@ -0,0 +1,8 @@
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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, 1.0f);
|
||||
}
|
||||
151
main.cpp
Normal file
151
main.cpp
Normal file
@@ -0,0 +1,151 @@
|
||||
#include <glad/glad.h>
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||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <shader.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow* window);
|
||||
|
||||
int SCR_WIDTH = 800;
|
||||
int SCR_HEIGHT = 800;
|
||||
|
||||
float triangleVertices[] = {
|
||||
-0.5f,-0.5f,0.0f, 1.0f,0.0f,0.0f,
|
||||
0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f,
|
||||
0.0f, 0.5f,0.0f, 0.0f,0.0f,1.0f
|
||||
};
|
||||
|
||||
float squareVertices[] = {
|
||||
-0.8f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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||||
-0.8f, 0.8f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 0.8f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
|
||||
};
|
||||
|
||||
unsigned int indices[] = {
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||||
0,1,3,
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||||
1,2,3
|
||||
};
|
||||
|
||||
int main() {
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearningOpenGl", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
Shader ourShader("vertex.vert", "fragment.frag");
|
||||
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
|
||||
unsigned int VAO_1, VAO_2, VBO_1, VBO_2, EBO;
|
||||
glGenVertexArrays(1, &VAO_1);
|
||||
glGenVertexArrays(1, &VAO_2);
|
||||
glGenBuffers(1, &VBO_1);
|
||||
glGenBuffers(1, &VBO_2);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO_1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO_1);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindVertexArray(VAO_2);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO_2);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertices), squareVertices, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
float r = 0.0f, g = 0.0f, b = 0.0f;
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
//input
|
||||
processInput(window);
|
||||
|
||||
//rendering
|
||||
if (r < 1) {
|
||||
r = r + 0.01f;
|
||||
}
|
||||
else if (g < 1) {
|
||||
g = g + 0.01f;
|
||||
}
|
||||
else if (b < 1) {
|
||||
b = b + 0.01f;
|
||||
}
|
||||
else {
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = 0;
|
||||
}
|
||||
|
||||
glClearColor(r, g, b, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
//transforms
|
||||
glm::mat4 defaultTransform = glm::mat4(1.0f);
|
||||
glm::mat4 rotatedTransform = glm::rotate(defaultTransform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
//draw
|
||||
ourShader.use();
|
||||
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
|
||||
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(rotatedTransform));
|
||||
glBindVertexArray(VAO_1);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(defaultTransform));
|
||||
glBindVertexArray(VAO_2);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
//check and call
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow* window) {
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
}
|
||||
155
shader.h
Normal file
155
shader.h
Normal file
@@ -0,0 +1,155 @@
|
||||
#pragma once
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <iostream>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
|
||||
Shader(const char* vertexPath, const char* fragmentPath)
|
||||
{
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
|
||||
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
try
|
||||
{
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch (std::ifstream::failure e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
|
||||
}
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char* fShaderCode = fragmentCode.c_str();
|
||||
|
||||
unsigned int vertex, fragment;
|
||||
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
checkCompileErrors(ID, "PROGRAM");
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
}
|
||||
void use()
|
||||
{
|
||||
glUseProgram(ID);
|
||||
}
|
||||
// utility uniform functions
|
||||
// ------------------------------------------------------------------------
|
||||
void setBool(const std::string& name, bool value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setInt(const std::string& name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setFloat(const std::string& name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec2(const std::string& name, const glm::vec2& value) const
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec2(const std::string& name, float x, float y) const
|
||||
{
|
||||
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec3(const std::string& name, const glm::vec3& value) const
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec3(const std::string& name, float x, float y, float z) const
|
||||
{
|
||||
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec4(const std::string& name, const glm::vec4& value) const
|
||||
{
|
||||
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec4(const std::string& name, float x, float y, float z, float w) const
|
||||
{
|
||||
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat2(const std::string& name, const glm::mat2& mat) const
|
||||
{
|
||||
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat3(const std::string& name, const glm::mat3& mat) const
|
||||
{
|
||||
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat4(const std::string& name, const glm::mat4& mat) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
private:
|
||||
void checkCompileErrors(unsigned int shader, std::string type)
|
||||
{
|
||||
int success;
|
||||
char infoLog[1024];
|
||||
if (type != "PROGRAM")
|
||||
{
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- ---------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- ---------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
13
vertex.vert
Normal file
13
vertex.vert
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aColor;
|
||||
|
||||
out vec3 ourColor;
|
||||
|
||||
uniform mat4 transform;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = transform * vec4(aPos, 1.0);
|
||||
ourColor = aColor;
|
||||
}
|
||||
Reference in New Issue
Block a user