add a second test program and second set of buffers

This commit is contained in:
Josh Holtrop 2015-06-11 20:40:17 -04:00
parent 3d531ace23
commit f497abc8ac
3 changed files with 59 additions and 1 deletions

6
test/frag2.glsl Normal file
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@ -0,0 +1,6 @@
varying vec4 color_i;
void main(void)
{
gl_FragColor = color_i;
}

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@ -9,9 +9,14 @@ using namespace std;
#define HEIGHT 600
shared_ptr<glcxx::Shader> vs;
shared_ptr<glcxx::Shader> vs2;
shared_ptr<glcxx::Shader> fs;
shared_ptr<glcxx::Shader> fs2;
shared_ptr<glcxx::Program> program;
shared_ptr<glcxx::Program> program2;
shared_ptr<glcxx::Buffer> buffer;
shared_ptr<glcxx::Buffer> buffer2;
shared_ptr<glcxx::Buffer> buffer3;
bool init(void)
{
@ -19,20 +24,46 @@ bool init(void)
try
{
vs = make_shared<glcxx::Shader>();
vs2 = make_shared<glcxx::Shader>();
fs = make_shared<glcxx::Shader>();
fs2 = make_shared<glcxx::Shader>();
program = make_shared<glcxx::Program>();
program2 = make_shared<glcxx::Program>();
buffer = make_shared<glcxx::Buffer>();
buffer2 = make_shared<glcxx::Buffer>();
buffer3 = make_shared<glcxx::Buffer>();
vs->create_from_file(GL_VERTEX_SHADER, "test/vert.glsl");
fs->create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl");
program->create(vs, fs);
// program->bind_attribute("position", 0);
vs2->create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl");
fs2->create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl");
program2->create(vs2, fs2);
// program2->bind_attribute("position", 0);
// program2->bind_attribute("color", 1);
GLfloat coords[] = {
-0.5, -0.5,
0.5, -0.5,
0.5, 0.5,
-0.5, 0.5
-0.5, 0.5,
};
buffer->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &coords, sizeof(coords));
GLfloat coords2[] = {
0.2, 0.2,
0.9, 0.2,
0.9, 0.9,
};
buffer2->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &coords2, sizeof(coords2));
GLfloat colors[] = {
1.0, 0.1, 0.1, 1.0,
0.1, 1.0, 0.1, 1.0,
0.1, 0.1, 1.0, 1.0,
};
buffer3->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &colors, sizeof(colors));
}
catch (glcxx::Error & e)
{
@ -45,12 +76,23 @@ bool init(void)
void display(SDL_Window * window)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableVertexAttribArray(0);
buffer->bind();
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
program->use();
GLint uniform_location = program->get_uniform_location("color");
glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glEnableVertexAttribArray(1);
buffer2->bind();
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
buffer3->bind();
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
program2->use();
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
SDL_GL_SwapWindow(window);
}

10
test/vert2.glsl Normal file
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@ -0,0 +1,10 @@
attribute vec2 position;
attribute vec4 color;
varying vec4 color_i;
void main(void)
{
gl_Position = vec4(position, 0, 1);
color_i = color;
}