code improvement
This commit is contained in:
parent
e466e72ffc
commit
ce250f3467
4 changed files with 16 additions and 22 deletions
|
@ -1,7 +1,6 @@
|
||||||
#version 330 core
|
#version 330 core
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
in vec3 ourColor;
|
|
||||||
in vec2 TexCoord;
|
in vec2 TexCoord;
|
||||||
|
|
||||||
uniform sampler2D ourTexture;
|
uniform sampler2D ourTexture;
|
||||||
|
|
|
@ -1,14 +1,11 @@
|
||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec3 aColor;
|
layout (location = 1) in vec2 aTexCoord;
|
||||||
layout (location = 2) in vec2 aTexCoord;
|
|
||||||
|
|
||||||
out vec3 ourColor;
|
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(aPos, 1.0);
|
gl_Position = vec4(aPos, 1.0);
|
||||||
ourColor = aColor;
|
|
||||||
TexCoord = aTexCoord;
|
TexCoord = aTexCoord;
|
||||||
}
|
}
|
29
src/main.cpp
29
src/main.cpp
|
@ -3,6 +3,9 @@
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <shaders/shader.hpp>
|
#include <shaders/shader.hpp>
|
||||||
#include <textures/texture.hpp>
|
#include <textures/texture.hpp>
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
void processInput(GLFWwindow *window);
|
void processInput(GLFWwindow *window);
|
||||||
|
@ -35,11 +38,10 @@ int main()
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
float vertices[] = {
|
float vertices[] = {
|
||||||
// positions // colors // texture coords
|
0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
||||||
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top right
|
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // bottom right
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
|
||||||
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // bottom left
|
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f
|
||||||
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f // top left
|
|
||||||
};
|
};
|
||||||
|
|
||||||
unsigned int indices[] = {
|
unsigned int indices[] = {
|
||||||
|
@ -47,31 +49,26 @@ int main()
|
||||||
2, 3, 0
|
2, 3, 0
|
||||||
};
|
};
|
||||||
|
|
||||||
|
unsigned int VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
unsigned int VBO;
|
unsigned int VBO;
|
||||||
glGenBuffers(1, &VBO);
|
glGenBuffers(1, &VBO);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
unsigned int VAO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
unsigned int EBO;
|
unsigned int EBO;
|
||||||
glGenBuffers(1, &EBO);
|
glGenBuffers(1, &EBO);
|
||||||
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);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3* sizeof(float)));
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3* sizeof(float)));
|
||||||
glEnableVertexAttribArray(1);
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
Shader ourShader("shaders/shader.vs", "shaders/shader.fs");
|
Shader ourShader("shaders/shader.vs", "shaders/shader.fs");
|
||||||
Texture sataaAndagii("textures/saataa_andagii.png");
|
Texture sataaAndagii("textures/saataa_andagii.png");
|
||||||
Texture ohMyGah("textures/oh_my_gah.png");
|
Texture ohMyGah("textures/oh_my_gah.png");
|
||||||
|
|
|
@ -16,6 +16,7 @@ Texture::Texture(const char* texturePath)
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load and generate the texture
|
// load and generate the texture
|
||||||
int width, height, nrChannels;
|
int width, height, nrChannels;
|
||||||
|
stbi_set_flip_vertically_on_load(true);
|
||||||
unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
|
unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
|
||||||
if (data)
|
if (data)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue