add a second test program and second set of buffers
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parent
3d531ace23
commit
f497abc8ac
6
test/frag2.glsl
Normal file
6
test/frag2.glsl
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@ -0,0 +1,6 @@
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varying vec4 color_i;
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void main(void)
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{
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gl_FragColor = color_i;
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}
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@ -9,9 +9,14 @@ using namespace std;
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#define HEIGHT 600
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shared_ptr<glcxx::Shader> vs;
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shared_ptr<glcxx::Shader> vs2;
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shared_ptr<glcxx::Shader> fs;
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shared_ptr<glcxx::Shader> fs2;
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shared_ptr<glcxx::Program> program;
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shared_ptr<glcxx::Program> program2;
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shared_ptr<glcxx::Buffer> buffer;
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shared_ptr<glcxx::Buffer> buffer2;
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shared_ptr<glcxx::Buffer> buffer3;
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bool init(void)
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{
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@ -19,20 +24,46 @@ bool init(void)
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try
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{
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vs = make_shared<glcxx::Shader>();
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vs2 = make_shared<glcxx::Shader>();
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fs = make_shared<glcxx::Shader>();
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fs2 = make_shared<glcxx::Shader>();
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program = make_shared<glcxx::Program>();
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program2 = make_shared<glcxx::Program>();
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buffer = make_shared<glcxx::Buffer>();
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buffer2 = make_shared<glcxx::Buffer>();
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buffer3 = make_shared<glcxx::Buffer>();
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vs->create_from_file(GL_VERTEX_SHADER, "test/vert.glsl");
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fs->create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl");
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program->create(vs, fs);
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// program->bind_attribute("position", 0);
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vs2->create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl");
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fs2->create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl");
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program2->create(vs2, fs2);
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// program2->bind_attribute("position", 0);
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// program2->bind_attribute("color", 1);
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GLfloat coords[] = {
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-0.5, -0.5,
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0.5, -0.5,
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0.5, 0.5,
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-0.5, 0.5
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-0.5, 0.5,
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};
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buffer->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &coords, sizeof(coords));
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GLfloat coords2[] = {
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0.2, 0.2,
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0.9, 0.2,
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0.9, 0.9,
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};
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buffer2->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &coords2, sizeof(coords2));
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GLfloat colors[] = {
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1.0, 0.1, 0.1, 1.0,
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0.1, 1.0, 0.1, 1.0,
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0.1, 0.1, 1.0, 1.0,
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};
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buffer3->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &colors, sizeof(colors));
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}
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catch (glcxx::Error & e)
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{
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@ -45,12 +76,23 @@ bool init(void)
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnableVertexAttribArray(0);
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buffer->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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program->use();
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GLint uniform_location = program->get_uniform_location("color");
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glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glEnableVertexAttribArray(1);
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buffer2->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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buffer3->bind();
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
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program2->use();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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SDL_GL_SwapWindow(window);
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}
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10
test/vert2.glsl
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10
test/vert2.glsl
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@ -0,0 +1,10 @@
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attribute vec2 position;
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attribute vec4 color;
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varying vec4 color_i;
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void main(void)
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{
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gl_Position = vec4(position, 0, 1);
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color_i = color;
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}
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