start using glcxx

This commit is contained in:
Josh Holtrop 2015-10-11 19:40:04 -04:00
parent 8c02c0636e
commit 27d9b1535e
4 changed files with 99 additions and 3 deletions

View File

@ -1,5 +1,9 @@
TARGET := app
OBJS := app.o GL3/gl3w.o
OBJS += glcxx/src/glcxx/Array.o
OBJS += glcxx/src/glcxx/Buffer.o
OBJS += glcxx/src/glcxx/Program.o
OBJS += glcxx/src/glcxx/Shader.o
REPOS := glcxx glm
CCFLAGS := $(shell sdl2-config --cflags)
@ -28,6 +32,9 @@ $(TARGET): $(OBJS)
%.o: %.cc
$(CXX) -c -o $@ $(CCFLAGS) $(CXXFLAGS) $<
%.o: %.cpp
$(CXX) -c -o $@ $(CCFLAGS) $(CXXFLAGS) $<
.PHONY: submodule_init
submodule_init:
@if [ ! -e glcxx ]; then \
@ -35,4 +42,4 @@ submodule_init:
fi
clean:
-rm -f $(TARGET) *~ *.o
-rm -f $(TARGET) *~ $(OBJS)

39
app.cc
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@ -7,15 +7,46 @@
using namespace std;
std::shared_ptr<glcxx::Program> program;
std::shared_ptr<glcxx::Buffer> cube_buffer;
std::shared_ptr<glcxx::Array> cube_array;
#define WIDTH 800
#define HEIGHT 800
void init(void)
bool init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, WIDTH, HEIGHT);
try
{
program = glcxx::Program::create(
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "cube.v.glsl"),
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "cube.f.glsl"),
"position", 0,
"normal", 1,
"tex_coord", 2);
cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
{-1, -1, -1, 0, 0, -1, 0, 0,
1, -1, -1, 0, 0, -1, 1, 0,
1, 1, -1, 0, 0, -1, 1, 1,
-1, 1, -1, 0, 0, -1, 0, 1});
cube_array = make_shared<glcxx::Array>();
cube_array->bind();
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
}
catch (glcxx::Error & e)
{
cerr << "glcxx error: " << e.what() << endl;
return false;
}
return true;
}
void display(SDL_Window * window)
@ -60,7 +91,11 @@ int main(int argc, char *argv[])
return 2;
}
init();
if (!init())
{
return 2;
}
display(window);
SDL_Event event;
while (SDL_WaitEvent(&event))

35
cube.f.glsl Normal file
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@ -0,0 +1,35 @@
uniform vec4 ambient, specular;
uniform float shininess;
uniform sampler2D tex;
varying vec3 pos_i;
varying vec3 normal_i;
varying vec2 tex_coord_i;
void main(void)
{
vec3 n, lightDir;
vec4 color;
float NdotL, RdotEye;
lightDir = normalize(vec3(-0.1, 0, -0.9));
color = vec4(0.2, 0.2, 0.2, 1.0) * ambient; /* ambient light */
n = normalize(normal_i);
NdotL = dot(n, -lightDir);
if (NdotL > 0.0)
{
/* diffuse component */
color += texture2D(tex, tex_coord_i) * NdotL;
/* specular component */
RdotEye = dot(normalize(-pos_i), normalize(reflect(-lightDir, n)));
if (RdotEye > 0.0)
{
color += clamp(specular * pow(RdotEye, shininess), 0.0, 1.0);
}
}
gl_FragColor = color;
}

19
cube.v.glsl Normal file
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@ -0,0 +1,19 @@
uniform mat4 projection;
uniform mat4 modelview;
attribute vec3 pos;
attribute vec3 normal;
attribute vec2 tex_coord;
varying vec3 pos_i;
varying vec3 normal_i;
varying vec2 tex_coord_i;
void main(void)
{
gl_Position = projection * modelview * vec4(pos, 1);
pos_i = gl_Position.xyz;
tex_coord_i = tex_coord;
normal_i = (modelview * vec4(normal, 0)).xyz;
}