start using glcxx
This commit is contained in:
parent
8c02c0636e
commit
27d9b1535e
9
Makefile
9
Makefile
@ -1,5 +1,9 @@
|
|||||||
TARGET := app
|
TARGET := app
|
||||||
OBJS := app.o GL3/gl3w.o
|
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
|
REPOS := glcxx glm
|
||||||
|
|
||||||
CCFLAGS := $(shell sdl2-config --cflags)
|
CCFLAGS := $(shell sdl2-config --cflags)
|
||||||
@ -28,6 +32,9 @@ $(TARGET): $(OBJS)
|
|||||||
%.o: %.cc
|
%.o: %.cc
|
||||||
$(CXX) -c -o $@ $(CCFLAGS) $(CXXFLAGS) $<
|
$(CXX) -c -o $@ $(CCFLAGS) $(CXXFLAGS) $<
|
||||||
|
|
||||||
|
%.o: %.cpp
|
||||||
|
$(CXX) -c -o $@ $(CCFLAGS) $(CXXFLAGS) $<
|
||||||
|
|
||||||
.PHONY: submodule_init
|
.PHONY: submodule_init
|
||||||
submodule_init:
|
submodule_init:
|
||||||
@if [ ! -e glcxx ]; then \
|
@if [ ! -e glcxx ]; then \
|
||||||
@ -35,4 +42,4 @@ submodule_init:
|
|||||||
fi
|
fi
|
||||||
|
|
||||||
clean:
|
clean:
|
||||||
-rm -f $(TARGET) *~ *.o
|
-rm -f $(TARGET) *~ $(OBJS)
|
||||||
|
39
app.cc
39
app.cc
@ -7,15 +7,46 @@
|
|||||||
using namespace std;
|
using namespace std;
|
||||||
|
|
||||||
std::shared_ptr<glcxx::Program> program;
|
std::shared_ptr<glcxx::Program> program;
|
||||||
|
std::shared_ptr<glcxx::Buffer> cube_buffer;
|
||||||
|
std::shared_ptr<glcxx::Array> cube_array;
|
||||||
|
|
||||||
#define WIDTH 800
|
#define WIDTH 800
|
||||||
#define HEIGHT 800
|
#define HEIGHT 800
|
||||||
|
|
||||||
void init(void)
|
bool init(void)
|
||||||
{
|
{
|
||||||
glClearColor (0.0, 0.0, 0.0, 0.0);
|
glClearColor (0.0, 0.0, 0.0, 0.0);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glViewport(0, 0, WIDTH, HEIGHT);
|
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)
|
void display(SDL_Window * window)
|
||||||
@ -60,7 +91,11 @@ int main(int argc, char *argv[])
|
|||||||
return 2;
|
return 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
init();
|
if (!init())
|
||||||
|
{
|
||||||
|
return 2;
|
||||||
|
}
|
||||||
|
|
||||||
display(window);
|
display(window);
|
||||||
SDL_Event event;
|
SDL_Event event;
|
||||||
while (SDL_WaitEvent(&event))
|
while (SDL_WaitEvent(&event))
|
||||||
|
35
cube.f.glsl
Normal file
35
cube.f.glsl
Normal file
@ -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
19
cube.v.glsl
Normal file
@ -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;
|
||||||
|
}
|
Loading…
x
Reference in New Issue
Block a user