6 done
This commit is contained in:
parent
38a7285c2b
commit
61c1ac5fb0
13
6/exercises/1/Makefile
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13
6/exercises/1/Makefile
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CC=g++
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CFLAGS= -Wall -g
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LDLIBS = -lglfw
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TARGET := test
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build:
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$(CC) $(CFLAGS) $(LDLIBS) src/*.c src/*.cpp -o $(TARGET)
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.PHONY: clean
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clean:
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rm -rf $(BUILD_DIR)
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1140
6/exercises/1/src/glad.c
Normal file
1140
6/exercises/1/src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
3611
6/exercises/1/src/include/glad.h
Normal file
3611
6/exercises/1/src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
114
6/exercises/1/src/include/shader.h
Normal file
114
6/exercises/1/src/include/shader.h
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#ifndef SHADER_H
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#define SHADER_H
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#include "glad.h"
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader
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{
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public:
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// program ID
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unsigned int ID;
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// constructor reads and builds the shader
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Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// setup exceptions for bad files
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// read file buffers into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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} catch (std::ifstream::failure& e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ:" << e.what() << "\n";
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << "\n";
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}
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << "\n";
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}
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << "\n";
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}
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// delete shaders, no longer needed
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// use/activate the shader
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void use()
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{
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glUseProgram(ID);
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}
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// utility uniform functions
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value);
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}
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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};
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#endif
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128
6/exercises/1/src/main.cpp
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128
6/exercises/1/src/main.cpp
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#include "include/glad.h"
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#include "include/shader.h"
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <math.h>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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void setupGLFW(GLFWwindow** window);
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float vertices[] = {
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // top
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};
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bool wireframe = false;
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int main()
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{
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float timeValue;
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float greenValue;
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int vertexColorLocation;
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GLFWwindow* window;
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setupGLFW(&window);
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Shader myShader("src/shaders/shader.vs", "src/shaders/shader.fs");
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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// bind Vertex Array Object
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glBindVertexArray(VAO);
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// copy our vertices into a buffer for opengl to use
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// set the vertex attributes pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) (3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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while(!glfwWindowShouldClose(window)) {
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//input
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processInput(window);
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//rendering
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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/*
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timeValue = glfwGetTime();
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greenValue = (sin(timeValue) / 2.0f) + 0.5f;
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vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor"); // finding attributes DOESNT require the program being used
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if (vertexColorLocation == -1) {
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std::cout << "Uniform value could not be located.\n";
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return -1;
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}
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*/
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myShader.use();
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//glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f); // but updating uniforms DOES requires the program to be used
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
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// check and call events and swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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void setupGLFW(GLFWwindow** window)
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window\n";
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glfwTerminate();
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exit(-1);
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}
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glfwMakeContextCurrent(*window);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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std::cout << "Failed to init GLAD\n";
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exit(-1);
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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9
6/exercises/1/src/shaders/shader.fs
Normal file
9
6/exercises/1/src/shaders/shader.fs
Normal file
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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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{
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FragColor = vec4(ourColor, 1.0);
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}
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12
6/exercises/1/src/shaders/shader.vs
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12
6/exercises/1/src/shaders/shader.vs
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec3 ourColor;
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void main()
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{
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gl_Position = vec4(aPos * -1, 1.0);
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ourColor = aColor;
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}
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BIN
6/exercises/1/test
Executable file
BIN
6/exercises/1/test
Executable file
Binary file not shown.
13
6/exercises/2/Makefile
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13
6/exercises/2/Makefile
Normal file
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CC=g++
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CFLAGS= -Wall -g
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LDLIBS = -lglfw
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TARGET := test
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build:
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$(CC) $(CFLAGS) $(LDLIBS) src/*.c src/*.cpp -o $(TARGET)
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.PHONY: clean
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clean:
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rm -rf $(BUILD_DIR)
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1140
6/exercises/2/src/glad.c
Normal file
1140
6/exercises/2/src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
3611
6/exercises/2/src/include/glad.h
Normal file
3611
6/exercises/2/src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
114
6/exercises/2/src/include/shader.h
Normal file
114
6/exercises/2/src/include/shader.h
Normal file
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#ifndef SHADER_H
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#define SHADER_H
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#include "glad.h"
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|
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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|
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class Shader
|
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{
|
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public:
|
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// program ID
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||||
unsigned int ID;
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|
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// constructor reads and builds the shader
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Shader(const char* vertexPath, const char* fragmentPath)
|
||||
{
|
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std::string vertexCode;
|
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std::string fragmentCode;
|
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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|
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// setup exceptions for bad files
|
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
|
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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|
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// read file buffers into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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|
||||
// close file handlers
|
||||
vShaderFile.close();
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fShaderFile.close();
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|
||||
// convert stream into string
|
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vertexCode = vShaderStream.str();
|
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fragmentCode = fShaderStream.str();
|
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} catch (std::ifstream::failure& e) {
|
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ:" << e.what() << "\n";
|
||||
}
|
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|
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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|
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unsigned int vertex, fragment;
|
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int success;
|
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char infoLog[512];
|
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vertex = glCreateShader(GL_VERTEX_SHADER);
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|
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glShaderSource(vertex, 1, &vShaderCode, NULL);
|
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glCompileShader(vertex);
|
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|
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
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glShaderSource(fragment, 1, &fShaderCode, NULL);
|
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glCompileShader(fragment);
|
||||
|
||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
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ID = glCreateProgram();
|
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glAttachShader(ID, vertex);
|
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glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
|
||||
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(ID, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
// delete shaders, no longer needed
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
}
|
||||
|
||||
// use/activate the shader
|
||||
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);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
129
6/exercises/2/src/main.cpp
Normal file
129
6/exercises/2/src/main.cpp
Normal file
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|
||||
#include "include/glad.h"
|
||||
#include "include/shader.h"
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <math.h>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow* window);
|
||||
void setupGLFW(GLFWwindow** window);
|
||||
|
||||
float vertices[] = {
|
||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // top
|
||||
};
|
||||
|
||||
|
||||
bool wireframe = false;
|
||||
|
||||
int main()
|
||||
{
|
||||
float timeValue;
|
||||
float greenValue;
|
||||
int vertexColorLocation;
|
||||
|
||||
GLFWwindow* window;
|
||||
setupGLFW(&window);
|
||||
|
||||
Shader myShader("src/shaders/shader.vs", "src/shaders/shader.fs");
|
||||
|
||||
|
||||
unsigned int VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
|
||||
unsigned int VBO;
|
||||
glGenBuffers(1, &VBO);
|
||||
|
||||
// bind Vertex Array Object
|
||||
glBindVertexArray(VAO);
|
||||
// copy our vertices into a buffer for opengl to use
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
// set the vertex attributes pointers
|
||||
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);
|
||||
|
||||
|
||||
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
//input
|
||||
processInput(window);
|
||||
|
||||
//rendering
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
/*
|
||||
timeValue = glfwGetTime();
|
||||
greenValue = (sin(timeValue) / 2.0f) + 0.5f;
|
||||
vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor"); // finding attributes DOESNT require the program being used
|
||||
if (vertexColorLocation == -1) {
|
||||
std::cout << "Uniform value could not be located.\n";
|
||||
return -1;
|
||||
}
|
||||
*/
|
||||
|
||||
myShader.use();
|
||||
myShader.setFloat("hOffset", 1.0f);
|
||||
|
||||
//glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f); // but updating uniforms DOES requires the program to be used
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
|
||||
|
||||
// check and call events and swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void setupGLFW(GLFWwindow** window)
|
||||
{
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cout << "Failed to create GLFW window\n";
|
||||
glfwTerminate();
|
||||
exit(-1);
|
||||
}
|
||||
glfwMakeContextCurrent(*window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
|
||||
std::cout << "Failed to init GLAD\n";
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
}
|
9
6/exercises/2/src/shaders/shader.fs
Normal file
9
6/exercises/2/src/shaders/shader.fs
Normal file
@ -0,0 +1,9 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 ourColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(ourColor, 1.0);
|
||||
}
|
14
6/exercises/2/src/shaders/shader.vs
Normal file
14
6/exercises/2/src/shaders/shader.vs
Normal file
@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aColor;
|
||||
|
||||
uniform float hOffset;
|
||||
|
||||
out vec3 ourColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos.x + hOffset, aPos.yz, 1.0);
|
||||
ourColor = aColor;
|
||||
}
|
BIN
6/exercises/2/test
Executable file
BIN
6/exercises/2/test
Executable file
Binary file not shown.
13
6/exercises/3/Makefile
Normal file
13
6/exercises/3/Makefile
Normal file
@ -0,0 +1,13 @@
|
||||
CC=g++
|
||||
CFLAGS= -Wall -g
|
||||
|
||||
LDLIBS = -lglfw
|
||||
|
||||
TARGET := test
|
||||
|
||||
build:
|
||||
$(CC) $(CFLAGS) $(LDLIBS) src/*.c src/*.cpp -o $(TARGET)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -rf $(BUILD_DIR)
|
1140
6/exercises/3/src/glad.c
Normal file
1140
6/exercises/3/src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
3611
6/exercises/3/src/include/glad.h
Normal file
3611
6/exercises/3/src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
114
6/exercises/3/src/include/shader.h
Normal file
114
6/exercises/3/src/include/shader.h
Normal file
@ -0,0 +1,114 @@
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include "glad.h"
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <iostream>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
// program ID
|
||||
unsigned int ID;
|
||||
|
||||
// constructor reads and builds the shader
|
||||
Shader(const char* vertexPath, const char* fragmentPath)
|
||||
{
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
|
||||
// setup exceptions for bad files
|
||||
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
try {
|
||||
// open files
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
|
||||
// read file buffers into streams
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
|
||||
// close file handlers
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
|
||||
// convert stream into string
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
} catch (std::ifstream::failure& e) {
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ:" << e.what() << "\n";
|
||||
}
|
||||
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char* fShaderCode = fragmentCode.c_str();
|
||||
|
||||
unsigned int vertex, fragment;
|
||||
int success;
|
||||
char infoLog[512];
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
|
||||
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
|
||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
|
||||
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(ID, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
// delete shaders, no longer needed
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
}
|
||||
|
||||
// use/activate the shader
|
||||
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);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
128
6/exercises/3/src/main.cpp
Normal file
128
6/exercises/3/src/main.cpp
Normal file
@ -0,0 +1,128 @@
|
||||
#include "include/glad.h"
|
||||
#include "include/shader.h"
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <math.h>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow* window);
|
||||
void setupGLFW(GLFWwindow** window);
|
||||
|
||||
float vertices[] = {
|
||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // top
|
||||
};
|
||||
|
||||
|
||||
bool wireframe = false;
|
||||
|
||||
int main()
|
||||
{
|
||||
float timeValue;
|
||||
float greenValue;
|
||||
int vertexColorLocation;
|
||||
|
||||
GLFWwindow* window;
|
||||
setupGLFW(&window);
|
||||
|
||||
Shader myShader("src/shaders/shader.vs", "src/shaders/shader.fs");
|
||||
|
||||
|
||||
unsigned int VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
|
||||
unsigned int VBO;
|
||||
glGenBuffers(1, &VBO);
|
||||
|
||||
// bind Vertex Array Object
|
||||
glBindVertexArray(VAO);
|
||||
// copy our vertices into a buffer for opengl to use
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
// set the vertex attributes pointers
|
||||
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);
|
||||
|
||||
|
||||
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
//input
|
||||
processInput(window);
|
||||
|
||||
//rendering
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
/*
|
||||
timeValue = glfwGetTime();
|
||||
greenValue = (sin(timeValue) / 2.0f) + 0.5f;
|
||||
vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor"); // finding attributes DOESNT require the program being used
|
||||
if (vertexColorLocation == -1) {
|
||||
std::cout << "Uniform value could not be located.\n";
|
||||
return -1;
|
||||
}
|
||||
*/
|
||||
|
||||
myShader.use();
|
||||
|
||||
//glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f); // but updating uniforms DOES requires the program to be used
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
|
||||
|
||||
// check and call events and swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void setupGLFW(GLFWwindow** window)
|
||||
{
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cout << "Failed to create GLFW window\n";
|
||||
glfwTerminate();
|
||||
exit(-1);
|
||||
}
|
||||
glfwMakeContextCurrent(*window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
|
||||
std::cout << "Failed to init GLAD\n";
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
}
|
10
6/exercises/3/src/shaders/shader.fs
Normal file
10
6/exercises/3/src/shaders/shader.fs
Normal file
@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 ourColor;
|
||||
in vec3 vPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(vPos, 1.0);
|
||||
}
|
14
6/exercises/3/src/shaders/shader.vs
Normal file
14
6/exercises/3/src/shaders/shader.vs
Normal file
@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aColor;
|
||||
|
||||
out vec3 ourColor;
|
||||
out vec3 vPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
ourColor = aColor;
|
||||
vPos = aPos;
|
||||
}
|
BIN
6/exercises/3/test
Executable file
BIN
6/exercises/3/test
Executable file
Binary file not shown.
13
6/lecture/Makefile
Normal file
13
6/lecture/Makefile
Normal file
@ -0,0 +1,13 @@
|
||||
CC=g++
|
||||
CFLAGS= -Wall -g
|
||||
|
||||
LDLIBS = -lglfw
|
||||
|
||||
TARGET := test
|
||||
|
||||
build:
|
||||
$(CC) $(CFLAGS) $(LDLIBS) src/*.c src/*.cpp -o $(TARGET)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -rf $(BUILD_DIR)
|
1140
6/lecture/src/glad.c
Normal file
1140
6/lecture/src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
3611
6/lecture/src/include/glad.h
Normal file
3611
6/lecture/src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
114
6/lecture/src/include/shader.h
Normal file
114
6/lecture/src/include/shader.h
Normal file
@ -0,0 +1,114 @@
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include "glad.h"
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <iostream>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
// program ID
|
||||
unsigned int ID;
|
||||
|
||||
// constructor reads and builds the shader
|
||||
Shader(const char* vertexPath, const char* fragmentPath)
|
||||
{
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
|
||||
// setup exceptions for bad files
|
||||
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
try {
|
||||
// open files
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
|
||||
// read file buffers into streams
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
|
||||
// close file handlers
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
|
||||
// convert stream into string
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
} catch (std::ifstream::failure& e) {
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ:" << e.what() << "\n";
|
||||
}
|
||||
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char* fShaderCode = fragmentCode.c_str();
|
||||
|
||||
unsigned int vertex, fragment;
|
||||
int success;
|
||||
char infoLog[512];
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
|
||||
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
|
||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
|
||||
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(ID, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
// delete shaders, no longer needed
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
}
|
||||
|
||||
// use/activate the shader
|
||||
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);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
128
6/lecture/src/main.cpp
Normal file
128
6/lecture/src/main.cpp
Normal file
@ -0,0 +1,128 @@
|
||||
#include "include/glad.h"
|
||||
#include "include/shader.h"
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <math.h>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow* window);
|
||||
void setupGLFW(GLFWwindow** window);
|
||||
|
||||
float vertices[] = {
|
||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // top
|
||||
};
|
||||
|
||||
|
||||
bool wireframe = false;
|
||||
|
||||
int main()
|
||||
{
|
||||
float timeValue;
|
||||
float greenValue;
|
||||
int vertexColorLocation;
|
||||
|
||||
GLFWwindow* window;
|
||||
setupGLFW(&window);
|
||||
|
||||
Shader myShader("src/shaders/shader.vs", "src/shaders/shader.fs");
|
||||
|
||||
|
||||
unsigned int VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
|
||||
unsigned int VBO;
|
||||
glGenBuffers(1, &VBO);
|
||||
|
||||
// bind Vertex Array Object
|
||||
glBindVertexArray(VAO);
|
||||
// copy our vertices into a buffer for opengl to use
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
// set the vertex attributes pointers
|
||||
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);
|
||||
|
||||
|
||||
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
//input
|
||||
processInput(window);
|
||||
|
||||
//rendering
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
/*
|
||||
timeValue = glfwGetTime();
|
||||
greenValue = (sin(timeValue) / 2.0f) + 0.5f;
|
||||
vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor"); // finding attributes DOESNT require the program being used
|
||||
if (vertexColorLocation == -1) {
|
||||
std::cout << "Uniform value could not be located.\n";
|
||||
return -1;
|
||||
}
|
||||
*/
|
||||
|
||||
myShader.use();
|
||||
|
||||
//glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f); // but updating uniforms DOES requires the program to be used
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
|
||||
|
||||
// check and call events and swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void setupGLFW(GLFWwindow** window)
|
||||
{
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cout << "Failed to create GLFW window\n";
|
||||
glfwTerminate();
|
||||
exit(-1);
|
||||
}
|
||||
glfwMakeContextCurrent(*window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
|
||||
std::cout << "Failed to init GLAD\n";
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
}
|
9
6/lecture/src/shaders/shader.fs
Normal file
9
6/lecture/src/shaders/shader.fs
Normal file
@ -0,0 +1,9 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 ourColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(ourColor, 1.0);
|
||||
}
|
12
6/lecture/src/shaders/shader.vs
Normal file
12
6/lecture/src/shaders/shader.vs
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aColor;
|
||||
|
||||
out vec3 ourColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
ourColor = aColor;
|
||||
}
|
BIN
6/lecture/test
Executable file
BIN
6/lecture/test
Executable file
Binary file not shown.
Loading…
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Reference in New Issue
Block a user