add RectShader; draw colorful background rectangle

This commit is contained in:
Josh Holtrop 2018-01-23 15:59:47 -05:00
parent 7e435e2ff8
commit 52beedf848
5 changed files with 125 additions and 1 deletions

12
rect.f.glsl Normal file
View File

@ -0,0 +1,12 @@
#version 130
/* Interpolated color */
in vec4 i_color;
/* Fragment color */
out vec4 frag_color;
void main(void)
{
frag_color = i_color;
}

31
rect.v.glsl Normal file
View File

@ -0,0 +1,31 @@
#version 130
/* Viewport width and height */
uniform ivec2 viewport_size;
/* Position offset */
uniform ivec2 position;
/* Rectangle size */
uniform ivec2 size;
/* Vertex coordinates: x, y */
in vec2 coords;
/* Vertex color */
in vec4 color;
/* Interpolated color */
out vec4 i_color;
/**
* Map coordinates such that:
* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
*/
vec2 map_to_screen(vec2 position)
{
return 2.0 * position / viewport_size - 1.0;
}
void main(void)
{
gl_Position = vec4(map_to_screen(vec2(position) + coords * size), 0, 1);
i_color = color;
}

13
src/RectShader.cc Normal file
View File

@ -0,0 +1,13 @@
#include "RectShader.h"
RectShader::RectShader()
{
m_program = glcxx::Program::create(
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "rect.v.glsl"),
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "rect.f.glsl"),
"coords", 0);
m_uniforms.viewport_size = m_program->get_uniform_location("viewport_size");
m_uniforms.position = m_program->get_uniform_location("position");
m_uniforms.size = m_program->get_uniform_location("size");
}

40
src/RectShader.h Normal file
View File

@ -0,0 +1,40 @@
#ifndef RECTSHADER_H
#define RECTSHADER_H
#include "glcxx.hpp"
#include <memory>
class RectShader
{
public:
RectShader();
void use() { m_program->use(); }
void set_viewport_size(int width, int height)
{
glUniform2i(m_uniforms.viewport_size, width, height);
}
void set_position(int x, int y)
{
glUniform2i(m_uniforms.position, x, y);
}
void set_size(int x, int y)
{
glUniform2i(m_uniforms.size, x, y);
}
protected:
std::shared_ptr<glcxx::Program> m_program;
struct
{
GLint viewport_size;
GLint position;
GLint size;
} m_uniforms;
};
#endif

View File

@ -4,17 +4,21 @@
#include "GL3/gl3w.h"
#include <iostream>
#include "TextShader.h"
#include "RectShader.h"
using namespace std;
std::shared_ptr<TextShader> text_shader;
std::shared_ptr<RectShader> rect_shader;
std::shared_ptr<glcxx::Array> rect_array;
std::shared_ptr<glcxx::Buffer> rect_buffer;
#define WIDTH 800
#define HEIGHT 800
bool init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -25,6 +29,26 @@ bool init(void)
text_shader->use();
text_shader->set_texture(0);
text_shader->set_viewport_size(WIDTH, HEIGHT);
rect_shader = std::make_shared<RectShader>();
rect_shader->use();
rect_shader->set_viewport_size(WIDTH, HEIGHT);
rect_shader->set_position(0, 0);
rect_shader->set_size(WIDTH, HEIGHT);
GLfloat rect_buffer_data[] = {
0.0, 0.0, 0.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
};
rect_array = glcxx::Array::create();
rect_array->bind();
rect_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
rect_buffer_data, sizeof(rect_buffer_data));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
}
catch (glcxx::Error & e)
{
@ -38,6 +62,10 @@ void display(SDL_Window * window)
{
glClear(GL_COLOR_BUFFER_BIT);
rect_array->bind();
rect_shader->use();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
SDL_GL_SwapWindow(window);
}