Nove repo opengl-learning

This commit is contained in:
TheRetikGM
2021-02-12 15:43:03 +01:00
commit 63e3c0bc8b
1046 changed files with 358397 additions and 0 deletions

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NAME := main
CXX=g++
DEBUG :=
CXX_FLAGS := $(DEBUG) -std=c++14
LIBS := -lGL -lGLU -lglfw3 -lX11 -lXxf86vm -lXrandr -pthread -lXi -ldl -lm
INCLUDE := ../../../include/
BIN := bin
SRC := src
INPUT = src/main.cpp ../../../glad.c
all: $(BIN)/$(NAME)
run:
cd $(BIN) && ./$(NAME)
$(BIN)/$(NAME): $(SRC)/main.o $(SRC)/glad.o $(SRC)/Shader.o
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) $^ -o $@ $(LIBS)
.cpp.o:
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
.c.o:
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
$(SRC)/glad.o: ../../../glad.c
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
# dependencies
$(SRC)/main.o: $(SRC)/main.cpp
$(SRC)/Shader.o: $(SRC)/Shader.cpp
clean:
rm -rf $(SRC)/*.o
touch $(SRC)/*

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#include "Shader.h"
#include <iostream>
#include <fstream>
#include <sstream>
#include <glad/glad.h>
Shader::Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath)
{
std::string v = readFile(vertexShaderSourcePath);
std::string f = readFile(fragmentShaderSourcePath);
const char *vertexSource = v.c_str();
const char *fragmentSource = f.c_str();
int success;
char infoLog[512];
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cerr << "Shader.h: [ERROR] Vertex shader compilation failed!\n" << infoLog << std::endl;
}
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cerr << "Shader.h: [ERROR] Fragment shader compilation failed!\n" << infoLog << std::endl;
}
Program = glCreateProgram();
glAttachShader(Program, vertexShader);
glAttachShader(Program, fragmentShader);
glLinkProgram(Program);
glGetProgramiv(Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(Program, 512, NULL, infoLog);
std::cerr << "[ERROR] Program linking failed\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
Shader::Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath)
{
Shader(vertexShaderSourcePath.c_str(), fragmentShaderSourcePath.c_str());
}
std::string Shader::readFile(const char* path)
{
std::string out;
try
{
std::ifstream ifs(path); // input file stream
std::stringstream buffer;
buffer << ifs.rdbuf();
out = buffer.str();
}
catch (std::ifstream::failure e)
{
std::cerr << "[ERROR] Could not read/open file '" << path << "'\n";
}
return out;
}
void Shader::Use()
{
glUseProgram(Program);
}
void Shader::setBool(const std::string name, bool value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), value ? 1 : 0);
}
void Shader::setFloat(const std::string name, float value) const
{
glUniform1f(glGetUniformLocation(Program, name.c_str()), value);
}
void Shader::setInt(const std::string name, int value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
}

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#pragma once
#include <string>
class Shader
{
public:
unsigned int Program;
Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath);
Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath);
void Use();
void setBool(const std::string name, bool value) const;
void setFloat(const std::string name, float value) const;
void setInt(const std::string name, int value) const;
private:
std::string readFile(const char* path);
};

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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "Shader.h"
using namespace std;
typedef unsigned int uint;
// Global Constants
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;
// Global Variables
GLFWwindow* window;
uint8_t init(void);
void framebuffersize_callback(GLFWwindow* window, int width, int height);
void proccessInput(GLFWwindow* window);
int main(int* argc, char** argv)
{
if (init() != 0)
return -1;
Shader myShader("./../src/shaders/vertexShader.vert", "./../src/shaders/fragmentShader.frag");
float vertices[] = {
-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
};
uint VAO; // Vertex array buffer
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
uint VBO; // Vertex Buffer Object
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // copy data to Graphics card array buffer (buffer for vertices)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
/* ------------------ MAIN loop ------------------ */
while (!glfwWindowShouldClose(window)) {
// input ...
proccessInput(window);
// rendering commands here ...
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
myShader.Use();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// check and calls events and swap the buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
uint8_t init(void) {
// init of glfw window
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Hello Window!", NULL, NULL);
if (window == NULL) {
cerr << "Failed to create glfw window" << endl;
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// init of GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cerr << "Failed to initialize GLAD" << endl;
}
glfwSetFramebufferSizeCallback(window, framebuffersize_callback);
return 0;
}
void framebuffersize_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void proccessInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}

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#version 330 core
out vec4 FragColor;
in vec4 outColor;
void main()
{
FragColor = outColor;
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec4 outColor;
void main()
{
gl_Position = vec4(aPos.xyz, 1.0);
outColor = vec4(aColor, 1.0f);
}