Colorful triangle with shaders loaded with new class!

This commit is contained in:
karl 2020-01-04 17:48:15 +01:00
parent 2cb10c9910
commit a1ccd4e362
5 changed files with 47 additions and 70 deletions

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@ -6,7 +6,7 @@ set(CMAKE_CXX_STANDARD 17)
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
find_package(glfw3 REQUIRED) find_package(glfw3 REQUIRED)
add_executable(ecsgame glad.c main.cpp Shader.cpp Shader.h) add_executable(ecsgame glad.c Shader.cpp Shader.h main.cpp)
include_directories(${OPENGL_INCLUDE_DIRS}) include_directories(${OPENGL_INCLUDE_DIRS})

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@ -9,20 +9,23 @@
class Shader { class Shader {
public: public:
// the program ID /// Program ID
unsigned int ID; unsigned int ID;
// constructor reads and builds the shader /// Read and build the shader from the files at vertexPath and fragmentPath.
/// Note that an OpenGL context has to be initialized before calling this! Otherwise a SIGSEGV will be thrown.
Shader(const char *vertexPath, const char *fragmentPath); Shader(const char *vertexPath, const char *fragmentPath);
// use/activate the shader /// Activate the shader - usually called before rendering.
void use(); void use();
// utility uniform functions /// Set a uniform boolean in the shader
void setBool(const std::string &name, bool value) const; void setBool(const std::string &name, bool value) const;
/// Set a uniform int in the shader
void setInt(const std::string &name, int value) const; void setInt(const std::string &name, int value) const;
/// Set a uniform float in the shader
void setFloat(const std::string &name, float value) const; void setFloat(const std::string &name, float value) const;
private: private:

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@ -0,0 +1,8 @@
#version 320 es
out mediump vec4 FragColor;
in mediump vec3 COLOR;
void main()
{
FragColor = vec4(COLOR, 1.0);
}

11
Shaders/default-vertex.vs Normal file
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@ -0,0 +1,11 @@
#version 320 es
layout (location = 0) in vec3 aPos; // the position variable has attribute position 0
layout (location = 1) in vec3 aColor; // the color variable has attribute position 1
out vec3 COLOR; // output a color to the fragment shader
void main()
{
gl_Position = vec4(aPos, 1.0);
COLOR = aColor;
}

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@ -1,8 +1,10 @@
#include <iostream>
#include "ECS.h"
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <GL/gl.h>
#include <iostream>
#include "Shader.h"
#include "ECS.h"
using namespace ECS; using namespace ECS;
@ -134,19 +136,6 @@ static void key_callback(GLFWwindow *window, int key, int scancode, int action,
world->emit<InputEvent>({key, action}); world->emit<InputEvent>({key, action});
} }
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int main() { int main() {
world->registerSystem(new GravitySystem(-9.8f)); world->registerSystem(new GravitySystem(-9.8f));
world->registerSystem(new PositionDebugOutputSystem()); world->registerSystem(new PositionDebugOutputSystem());
@ -184,57 +173,18 @@ int main() {
return -1; return -1;
} }
// build and compile our shader program Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
// ------------------------------------
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
float vertices[] = { float vertices[] = {
0.5f, 0.5f, 0.0f, // top right // positions // colors
0.5f, -0.5f, 0.0f, // bottom right 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
}; };
unsigned int indices[] = { // note that we start from 0! unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle 0, 1, 2 // first Triangle
1, 2, 3 // second Triangle
}; };
unsigned int VBO, VAO, EBO; unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO); glGenVertexArrays(1, &VAO);
@ -249,7 +199,13 @@ int main() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
@ -283,10 +239,9 @@ int main() {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle // draw our first triangle
glUseProgram(shaderProgram); defaultShader.use();
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
//glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time // glBindVertexArray(0); // no need to unbind it every time
/* Swap front and back buffers */ /* Swap front and back buffers */