Messed about with shaders to get coloured triangles
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0e7bb764a6
commit
66226f6c62
3 changed files with 33 additions and 12 deletions
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@ -1,6 +1,9 @@
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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(1.0f, 0.5f, 0.2f, 1.0f);
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FragColor = vec4(ourColor, 1.0);
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}
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33
src/main.cpp
33
src/main.cpp
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@ -8,6 +8,7 @@
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// File reader
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#include <fstream>
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#include <iostream>
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#include <string>
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// Include error class
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#include "Error.h"
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@ -65,6 +66,13 @@ int main(int argc, char **argv) {
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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// TODO: Test that glContext was created successfully
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// Tell us the number of vertex attributes allowed in bug reports
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//
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int nrAttributes;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
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error.log("Maximum num of vertex attributes supported: " +
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std::to_string(nrAttributes));
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// Initialise Glew
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if (glewInit() != GLEW_OK) {
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error.crash("Unable to initialise GLEW (OpenGL Extention Wrangler)");
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@ -75,10 +83,10 @@ int main(int argc, char **argv) {
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// test square!
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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// positions // colors
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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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unsigned int indices[] = {
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// note that we start from 0!
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@ -119,9 +127,9 @@ int main(int argc, char **argv) {
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// Get Vertex shader src
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// https://badvertex.com/2012/11/20/how-to-load-a-glsl-shader-in-opengl-using-c.html
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std::string vertShaderStr = readFile("vertex.glsl");
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std::string vertShaderStr = readFile("src/vertex.glsl");
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const char *vertShaderSrc = vertShaderStr.c_str();
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std::string fragShaderStr = readFile("fragment.glsl");
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std::string fragShaderStr = readFile("src/fragment.glsl");
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const char *fragShaderSrc = fragShaderStr.c_str();
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// create vertex shader
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@ -154,9 +162,14 @@ int main(int argc, char **argv) {
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error.crash("fragment shader compilation failed", infoLog);
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}
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// Tell openGL how to interpret vertex data
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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// Tell openGL how to interpret shader data
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// position attribute
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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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// color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// Create the shader program
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unsigned int shaderProgram;
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@ -200,8 +213,8 @@ int main(int argc, char **argv) {
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// TODO: Run game here lol
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// Draw triangle
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// glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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SDL_GL_SwapWindow(window);
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@ -1,6 +1,11 @@
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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.x, aPos.y, aPos.z, 1.0);
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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};
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