Increase readability of test program

- use better variable names
- group code for individual drawn features together
This commit is contained in:
Josh Holtrop 2016-04-06 11:45:22 -04:00
parent 1350bd4a62
commit 793441dc05

View File

@ -8,60 +8,63 @@ using namespace std;
#define WIDTH 800 #define WIDTH 800
#define HEIGHT 600 #define HEIGHT 600
shared_ptr<glcxx::Array> array1; shared_ptr<glcxx::Array> quad_array;
shared_ptr<glcxx::Array> array2; shared_ptr<glcxx::Program> quad_program;
shared_ptr<glcxx::Program> program; shared_ptr<glcxx::Buffer> quad_geom_buffer;
shared_ptr<glcxx::Program> program2;
shared_ptr<glcxx::Buffer> buffer; shared_ptr<glcxx::Array> triangle_array;
shared_ptr<glcxx::Buffer> buffer2; shared_ptr<glcxx::Program> triangle_program;
shared_ptr<glcxx::Buffer> buffer3; shared_ptr<glcxx::Buffer> triangle_geom_buffer;
shared_ptr<glcxx::Buffer> triangle_color_buffer;
bool init(void) bool init(void)
{ {
glClearColor (0.0, 0.0, 0.0, 0.0); glClearColor (0.0, 0.0, 0.0, 0.0);
try try
{ {
array1 = make_shared<glcxx::Array>(); quad_geom_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
array2 = make_shared<glcxx::Array>();
program = glcxx::Program::create(
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert.glsl"),
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl"),
"position", 0);
program2 = glcxx::Program::create(
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl"),
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl"),
"position", 0,
"color", 1);
buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
{-0.5, -0.5, {-0.5, -0.5,
0.5, -0.5, 0.5, -0.5,
0.5, 0.5, 0.5, 0.5,
-0.5, 0.5}); -0.5, 0.5});
buffer2 = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, quad_array = make_shared<glcxx::Array>();
quad_array->bind();
glEnableVertexAttribArray(0);
quad_geom_buffer->bind();
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
quad_program = glcxx::Program::create(
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert.glsl"),
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl"),
"position", 0);
triangle_geom_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
{0.2, 0.2, {0.2, 0.2,
0.9, 0.2, 0.9, 0.2,
0.9, 0.9}); 0.9, 0.9});
buffer3 = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, triangle_color_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
{1.0, 0.1, 0.1, 1.0, {1.0, 0.1, 0.1, 1.0,
0.1, 1.0, 0.1, 1.0, 0.1, 1.0, 0.1, 1.0,
0.1, 0.1, 1.0, 1.0}); 0.1, 0.1, 1.0, 1.0});
array1->bind(); triangle_array = make_shared<glcxx::Array>();
glEnableVertexAttribArray(0);
buffer->bind();
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
array2->bind(); triangle_array->bind();
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
buffer2->bind(); triangle_geom_buffer->bind();
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
buffer3->bind(); triangle_color_buffer->bind();
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
triangle_program = glcxx::Program::create(
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl"),
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl"),
"position", 0,
"color", 1);
} }
catch (glcxx::Error & e) catch (glcxx::Error & e)
{ {
@ -75,14 +78,14 @@ void display(SDL_Window * window)
{ {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
array1->bind(); quad_array->bind();
program->use(); quad_program->use();
GLint uniform_location = program->get_uniform_location("color"); GLint uniform_location = quad_program->get_uniform_location("color");
glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0); glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
array2->bind(); triangle_array->bind();
program2->use(); triangle_program->use();
glDrawArrays(GL_TRIANGLE_FAN, 0, 3); glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);