diff options
| author | realtradam <[email protected]> | 2022-11-20 00:50:06 -0500 |
|---|---|---|
| committer | realtradam <[email protected]> | 2022-11-20 00:50:06 -0500 |
| commit | 9c03630e9f7bd99be2bb541714d72343b61c8c88 (patch) | |
| tree | bb5b08f84a80955e86f0856eaccf4933409d2217 | |
| parent | 0eef3373b58cf2de459578fc94606804d1e778a0 (diff) | |
| download | Ogle-9c03630e9f7bd99be2bb541714d72343b61c8c88.tar.gz Ogle-9c03630e9f7bd99be2bb541714d72343b61c8c88.zip | |
drawing a triangle :D
| -rw-r--r-- | Makefile | 22 | ||||
| -rw-r--r-- | src/main.cpp | 103 |
2 files changed, 117 insertions, 8 deletions
@@ -1,15 +1,21 @@ + +EXE := game +BUILD_DIR := build +INC_FLAGS := -Isrc -Iglfw/build/include -Iglad/include +LINK_FLAGS := -lGL -lX11 -lpthread -lXrandr -lXi -ldl + + default: src/main.cpp glad.o input.o - @mkdir -p build - g++ -o build/game src/main.cpp build/glad.o build/input.o -Isrc -Iglfw/build/include -Iglad/include glfw/build/lib/libglfw3.a -lGL -lX11 -lpthread -lXrandr -lXi -ldl + @mkdir -p $(BUILD_DIR) + g++ -o $(BUILD_DIR)/$(EXE) src/main.cpp $(BUILD_DIR)/glad.o $(BUILD_DIR)/input.o $(INC_FLAGS) glfw/build/lib/libglfw3.a $(LINK_FLAGS) input.o: src/input.cpp src/input.h - @mkdir -p build - g++ -o build/input.o -c src/input.cpp -Isrc -Iglfw/build/include -Iglad/include -lGL -lX11 -lpthread -lXrandr -lXi -ldl - + @mkdir -p $(BUILD_DIR) + g++ -o $(BUILD_DIR)/input.o -c src/input.cpp $(INC_FLAGS) $(LINK_FLAGS) glad.o: glad/src/glad.c - @mkdir -p build - g++ -o build/glad.o -c glad/src/glad.c -Isrc -Iglfw/build/include -Iglad/include -lGL -lX11 -lpthread -lXrandr -lXi -ldl + @mkdir -p $(BUILD_DIR) + g++ -o $(BUILD_DIR)/glad.o -c glad/src/glad.c $(INC_FLAGS) $(LINK_FLAGS) .PHONY: run run: default - ./build/game + $(BUILD_DIR)/$(EXE) diff --git a/src/main.cpp b/src/main.cpp index fd3a460..bdd92d5 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -5,6 +5,36 @@ #include <iostream> +const char *vertexShaderSource = R"( +#version 330 core +layout (location = 0) in vec3 aPos; + +void main() +{ + gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); +} +)"; +const char *fragmentShaderSource = R"( +#version 330 core +out vec4 FragColor; + +void main() +{ + FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); +} +)"; + +//float vertices[] = { +// 0.5f, 0.5f, 0.0f, // top right +// 0.5f, -0.5f, 0.0f, // bottom right +// -0.5f, -0.5f, 0.0f, // bottom left +// -0.5f, 0.5f, 0.0f // top left +//}; +//unsigned int indices[] = { // note that we start from 0! +// 0, 1, 3, // first triangle +// 1, 2, 3 // second triangle +//}; + void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); @@ -35,6 +65,74 @@ int main() { glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + // Vertex Input + float vertices[] = { + -0.5f, -0.5f, 0.0f, + 0.5f, -0.5f, 0.0f, + 0.0f, 0.5f, 0.0f + }; + + + unsigned int vertexShader; + vertexShader = glCreateShader(GL_VERTEX_SHADER); // create a blank shader + glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); + glCompileShader(vertexShader); + { // check if shader compiled successfully + 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; + } + } + + unsigned int fragmentShader; + fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); + glCompileShader(fragmentShader); + { // check if shader compiled successfully + int success; + char infoLog[512]; + glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); + if(!success) + { + glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; + } + } + + unsigned int shaderProgram; + shaderProgram = glCreateProgram(); + glAttachShader(shaderProgram, vertexShader); + glAttachShader(shaderProgram, fragmentShader); + glLinkProgram(shaderProgram); + { // check if shader compiled successfully + int success; + char infoLog[512]; + glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success); + if(!success) + { + glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n" << infoLog << std::endl; + } + } + + glDeleteShader(vertexShader); // we dont need these anymore once they are linked in the shader program + glDeleteShader(fragmentShader); + + unsigned int VBO, VAO; + glGenBuffers(1, &VBO); // generate the buffer + glGenVertexArrays(1, &VAO); // generate array + glBindVertexArray(VAO); // bind array to apply "settings" to it + glBindBuffer(GL_ARRAY_BUFFER, VBO); // bind(activate) the buffer to the ARRAY_BUFFER + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // upload the data + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // configure how the vertex array looks + glEnableVertexAttribArray(0); + + // game loop while(!glfwWindowShouldClose(window)) { @@ -43,6 +141,11 @@ int main() { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); + + glUseProgram(shaderProgram); // this will activate the shader and use them for all subsequent shader and render calls + glBindVertexArray(VAO); // activate the preconfigured settings + glDrawArrays(GL_TRIANGLES, 0, 3); // :) + glfwSwapBuffers(window); glfwPollEvents(); } |
