Minimized opengl code in main and fixed shader loader check

Used this resource to help minimiz main and fix shader loader
> https://learnopengl.com/code_viewer_gh.php?code=src/1.getting_started/3.3.shaders_class/shaders_class.cpp
> https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
This commit is contained in:
Warwick 2021-05-15 15:18:07 +01:00
parent 654f4a869a
commit 17196e223a
2 changed files with 16 additions and 90 deletions

View file

@ -1,4 +1,5 @@
#include "ShaderLoader.h"
#include <iostream>
ShaderLoader::ShaderLoader(const char *vertexPath, const char *fragmentPath) {
std::string vertexCode;
@ -40,7 +41,9 @@ ShaderLoader::ShaderLoader(const char *vertexPath, const char *fragmentPath) {
glCompileShader(vertex);
// Try to communicate errors if they exist
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
std::cout << infoLog << success << std::endl;
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
error.crash("Vertex shader compilation failed", infoLog);
}

View file

@ -83,86 +83,25 @@ int main(int argc, char **argv) {
// Create event handling struct
SDL_Event input;
// test square!
ShaderLoader shader("src/vertex.glsl", "src/fragment.glsl");
float vertices[] = {
// positions // colors
// positions // colors
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
};
unsigned int indices[] = {
// note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
// Vertex Buffer Object
unsigned int VBO;
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and
// then configure vertex attributes(s).
glBindVertexArray(VAO);
// Bind the buffer and size it to the data provided
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Create vertex array that will populate buffer
unsigned int VAO;
glCreateVertexArrays(1, &VAO);
glEnableVertexArrayAttrib(VAO, 0);
// set up vertex array atributes
glVertexArrayAttribFormat(VAO, 0, 3, GL_FLOAT, GL_FALSE, 0);
// set up vbo for vao
glVertexArrayVertexBuffer(VAO, 0, VBO, 0, sizeof(float) * 3);
// shove vertex array into buffer
glBindVertexArray(VAO);
// Create element buffer (allows the use of indices)
unsigned int EBO;
glGenBuffers(1, &EBO);
// Bind element Buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
// Get Vertex shader src
// https://badvertex.com/2012/11/20/how-to-load-a-glsl-shader-in-opengl-using-c.html
std::string vertShaderStr = readFile("src/vertex.glsl");
const char *vertShaderSrc = vertShaderStr.c_str();
std::string fragShaderStr = readFile("src/fragment.glsl");
const char *fragShaderSrc = fragShaderStr.c_str();
// create vertex shader
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
// compile vertex shader
glShaderSource(vertexShader, 1, &vertShaderSrc, NULL);
glCompileShader(vertexShader);
// https://learnopengl.com/Getting-started/Hello-Triangle
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
error.crash("vertex shader compilation failed", infoLog);
}
// create fragment shader
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// compile fragment shader
glShaderSource(fragmentShader, 1, &fragShaderSrc, NULL);
glCompileShader(fragmentShader);
// https://learnopengl.com/Getting-started/Hello-Triangle
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
error.crash("fragment shader compilation failed", infoLog);
}
// Tell openGL how to interpret shader data
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
@ -171,26 +110,10 @@ int main(int argc, char **argv) {
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// Create the shader program
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
// Attach shaders to the shader program
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// test the shader was linked
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
error.crash("failed to create shader program", infoLog);
}
// Clean up shader creation stuff from memory
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
ShaderLoader shader("src/vertex.glsl", "src/fragment.glsl");
// You can unbind the VAO afterwards so other VAO calls won't accidentally
// modify this VAO, but this rarely happens. Modifying other VAOs requires a
// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
// VBOs) when it's not directly necessary. glBindVertexArray(0);
// Game loop
bool running = true;
@ -219,7 +142,7 @@ int main(int argc, char **argv) {
// Draw triangle
glDrawArrays(GL_TRIANGLES, 0, 3);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// glBindVertexArray(0);
SDL_GL_SwapWindow(window);
};