diff --git a/CMakeLists.txt b/CMakeLists.txt index 65360dd..9173c89 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,7 +1,6 @@ cmake_minimum_required(VERSION 3.31) -file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp") -file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/*.c") +file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/*.c") add_subdirectory("lib/glfw") diff --git a/include/shaders/shader.hpp b/include/shaders/shader.hpp new file mode 100644 index 0000000..98d05e9 --- /dev/null +++ b/include/shaders/shader.hpp @@ -0,0 +1,22 @@ +#ifndef SHADER_H +#define SHADER_H + +#include + +class Shader +{ +public: + // the program ID + unsigned int ID; + + // constructor reads and builds the shader + Shader(const char* vertexPath, const char* fragmentPath); + // use/activate the shader + void use(); + // utility uniform functions + void setBool(const std::string &name, bool value) const; + void setInt(const std::string &name, int value) const; + void setFloat(const std::string &name, float value) const; +}; + +#endif \ No newline at end of file diff --git a/shaders/shader.fs b/shaders/shader.fs new file mode 100644 index 0000000..8728871 --- /dev/null +++ b/shaders/shader.fs @@ -0,0 +1,7 @@ +#version 330 core +out vec4 FragColor; + +void main() +{ + FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); +} \ No newline at end of file diff --git a/shaders/shader.vs b/shaders/shader.vs new file mode 100644 index 0000000..cdd6dd3 --- /dev/null +++ b/shaders/shader.vs @@ -0,0 +1,7 @@ +#version 330 core +layout (location = 0) in vec3 aPos; + +void main() +{ + gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); +} \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp index c21fae1..35f9fba 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,6 +1,7 @@ #include #include #include +#include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); @@ -33,11 +34,17 @@ int main() glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); float vertices[] = { - -0.5f, -0.5f, 0.0f, - 0.5f, -0.5f, 0.0f, - 0.0f, 0.5f, 0.0f + 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 + }; + unsigned int VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); @@ -47,66 +54,17 @@ int main() glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); + unsigned int EBO; + glGenBuffers(1, &EBO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); - glEnableVertexAttribArray(0); + glEnableVertexAttribArray(0); - 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" - "}\0"; - - unsigned int vertexShader; - vertexShader = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); - - unsigned int fragmentShader; - fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); - - int success; - char infoLog[512]; - - glCompileShader(vertexShader); - - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); - if(!success) - { - glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); - std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; - } - - glCompileShader(fragmentShader); - - 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); - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - - glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); - if(!success) { - glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); - std::cout << "ERROR::SHADER_PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; - } + Shader ourShader("shaders/shader.vs", "shaders/shader.fs"); while(!glfwWindowShouldClose(window)) { @@ -115,9 +73,10 @@ int main() glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(shaderProgram); + ourShader.use(); glBindVertexArray(VAO); - glDrawArrays(GL_TRIANGLES, 0, 3); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glBindVertexArray(0); glfwSwapBuffers(window); glfwPollEvents(); diff --git a/src/shader.cpp b/src/shader.cpp new file mode 100644 index 0000000..c78e0f2 --- /dev/null +++ b/src/shader.cpp @@ -0,0 +1,101 @@ +#include // include glad to get all the required OpenGL headers +#include + +#include +#include +#include +#include + +Shader::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; + int success; + char infoLog[512]; + + vertex = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex, 1, &vShaderCode, NULL); + + fragment = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment, 1, &fShaderCode, 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 << std::endl; + }; + + glCompileShader(fragment); + glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); + if(!success) + { + glGetShaderInfoLog(fragment, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; + }; + + 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 << std::endl; + } + + glDeleteShader(vertex); + glDeleteShader(fragment); +} + +void Shader::use() +{ + glUseProgram(ID); +} + +void Shader::setBool(const std::string &name, bool value) const +{ + glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); +} + +void Shader::setInt(const std::string &name, int value) const +{ + glUniform1i(glGetUniformLocation(ID, name.c_str()), value); +} + +void Shader::setFloat(const std::string &name, float value) const +{ + glUniform1f(glGetUniformLocation(ID, name.c_str()), value); +}