generated from karl/cpp-template
Basic project setup
the example from https://learnopengl.com/Advanced-OpenGL/Geometry-Shader is functional; built with SCons.
This commit is contained in:
parent
c11e2d3dfe
commit
9ab7f3eed0
@ -1,7 +1,12 @@
|
||||
#!python
|
||||
|
||||
# Create the environment and create a Compilation Database for use in VSCodium
|
||||
env = DefaultEnvironment(tools=['default', 'compilation_db'])
|
||||
env = Environment(
|
||||
CCFLAGS=['-std=c++17', '-Wall', '-O0', '-g'],
|
||||
tools=['default', 'compilation_db'])
|
||||
|
||||
env.CompilationDatabase()
|
||||
|
||||
Program('program.out', Glob('*.cpp'))
|
||||
env.Append(LIBS=['glfw', 'dl'])
|
||||
|
||||
env.Program('program.out', [Glob('*.cpp', 'Util/*.cpp'), 'Util/glad.c'])
|
||||
|
170
Shader.h
Normal file
170
Shader.h
Normal file
@ -0,0 +1,170 @@
|
||||
// Adapted from LearnOpenGL
|
||||
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
unsigned int ID;
|
||||
// constructor generates the shader on the fly
|
||||
// ------------------------------------------------------------------------
|
||||
Shader(const char *vertexPath, const char *fragmentPath, const char *geometryPath = nullptr) {
|
||||
// 1. retrieve the vertex/fragment source code from filePath
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::string geometryCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
std::ifstream gShaderFile;
|
||||
// ensure ifstream objects can throw exceptions:
|
||||
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
try {
|
||||
// open files
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
// read file's buffer contents 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();
|
||||
// if geometry shader path is present, also load a geometry shader
|
||||
if (geometryPath != nullptr) {
|
||||
gShaderFile.open(geometryPath);
|
||||
std::stringstream gShaderStream;
|
||||
gShaderStream << gShaderFile.rdbuf();
|
||||
gShaderFile.close();
|
||||
geometryCode = gShaderStream.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();
|
||||
// 2. compile shaders
|
||||
unsigned int vertex, fragment;
|
||||
// vertex shader
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
// fragment Shader
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
// if geometry shader is given, compile geometry shader
|
||||
unsigned int geometry;
|
||||
if (geometryPath != nullptr) {
|
||||
const char *gShaderCode = geometryCode.c_str();
|
||||
geometry = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(geometry, 1, &gShaderCode, NULL);
|
||||
glCompileShader(geometry);
|
||||
checkCompileErrors(geometry, "GEOMETRY");
|
||||
}
|
||||
// shader Program
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
if (geometryPath != nullptr) glAttachShader(ID, geometry);
|
||||
glLinkProgram(ID);
|
||||
checkCompileErrors(ID, "PROGRAM");
|
||||
// delete the shaders as they're linked into our program now and no longer necessery
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
if (geometryPath != nullptr) glDeleteShader(geometry);
|
||||
}
|
||||
// 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);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec2(const std::string &name, const glm::vec2 &value) const {
|
||||
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec2(const std::string &name, float x, float y) const {
|
||||
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec3(const std::string &name, const glm::vec3 &value) const {
|
||||
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec3(const std::string &name, float x, float y, float z) const {
|
||||
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec4(const std::string &name, const glm::vec4 &value) const {
|
||||
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec4(const std::string &name, float x, float y, float z, float w) {
|
||||
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat2(const std::string &name, const glm::mat2 &mat) const {
|
||||
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat3(const std::string &name, const glm::mat3 &mat) const {
|
||||
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat4(const std::string &name, const glm::mat4 &mat) const {
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
private:
|
||||
// utility function for checking shader compilation/linking errors.
|
||||
// ------------------------------------------------------------------------
|
||||
void checkCompileErrors(GLuint shader, std::string type) {
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
if (type != "PROGRAM") {
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
|
||||
<< infoLog
|
||||
<< "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
}
|
||||
} else {
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
|
||||
<< infoLog
|
||||
<< "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
#endif
|
10
Shader/mc.fs
Normal file
10
Shader/mc.fs
Normal file
@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 fColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(fColor, 1.0);
|
||||
}
|
||||
|
31
Shader/mc.gs
Normal file
31
Shader/mc.gs
Normal file
@ -0,0 +1,31 @@
|
||||
#version 330 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 5) out;
|
||||
|
||||
in VS_OUT {
|
||||
vec3 color;
|
||||
} gs_in[];
|
||||
|
||||
out vec3 fColor;
|
||||
|
||||
void build_house(vec4 position)
|
||||
{
|
||||
fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
|
||||
gl_Position = position + vec4(-0.2, -0.2, 0.0, 0.0); // 1:bottom-left
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4( 0.2, -0.2, 0.0, 0.0); // 2:bottom-right
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4(-0.2, 0.2, 0.0, 0.0); // 3:top-left
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4( 0.2, 0.2, 0.0, 0.0); // 4:top-right
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4( 0.0, 0.4, 0.0, 0.0); // 5:top
|
||||
fColor = vec3(1.0, 1.0, 1.0);
|
||||
EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
void main() {
|
||||
build_house(gl_in[0].gl_Position);
|
||||
}
|
||||
|
14
Shader/mc.vs
Normal file
14
Shader/mc.vs
Normal file
@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec2 aPos;
|
||||
layout (location = 1) in vec3 aColor;
|
||||
|
||||
out VS_OUT {
|
||||
vec3 color;
|
||||
} vs_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_out.color = aColor;
|
||||
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
|
||||
}
|
||||
|
1833
Util/glad.c
Normal file
1833
Util/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
7559
Util/stb_image.h
Normal file
7559
Util/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
2
Util/stb_setup.cpp
Normal file
2
Util/stb_setup.cpp
Normal file
@ -0,0 +1,2 @@
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
105
main.cpp
105
main.cpp
@ -1,7 +1,108 @@
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
// Needs to be second
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "Shader.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
int main() {
|
||||
std::cout << "Hello World!" << std::endl;
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
int main() {
|
||||
// glfw: initialize and configure
|
||||
// ------------------------------
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
// ---------------------------------------
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// configure global opengl state
|
||||
// -----------------------------
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader shader("Shader/mc.vs", "Shader/mc.fs", "Shader/mc.gs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
float points[] = {
|
||||
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // top-left
|
||||
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // bottom-left
|
||||
};
|
||||
unsigned int VBO, VAO;
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(2 * sizeof(float)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// draw points
|
||||
shader.use();
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_POINTS, 0, 4);
|
||||
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// optional: de-allocate all resources once they've outlived their purpose:
|
||||
// ------------------------------------------------------------------------
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user