set uniforms and draw a quad

This commit is contained in:
Josh Holtrop 2015-10-11 20:09:14 -04:00
parent 27d9b1535e
commit 872dae3f6e

32
app.cc
View File

@ -3,12 +3,25 @@
#include "glcxx.hpp"
#include "GL3/gl3w.h"
#include <iostream>
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
using namespace std;
std::shared_ptr<glcxx::Program> program;
std::shared_ptr<glcxx::Buffer> cube_buffer;
std::shared_ptr<glcxx::Array> cube_array;
static struct
{
GLint ambient;
GLint specular;
GLint shininess;
GLint tex;
GLint projection;
GLint modelview;
} uniforms;
glm::mat4 modelview;
glm::mat4 projection;
#define WIDTH 800
#define HEIGHT 800
@ -26,6 +39,12 @@ bool init(void)
"position", 0,
"normal", 1,
"tex_coord", 2);
uniforms.ambient = program->get_uniform_location("ambient");
uniforms.specular = program->get_uniform_location("specular");
uniforms.shininess = program->get_uniform_location("shininess");
uniforms.tex = program->get_uniform_location("tex");
uniforms.projection = program->get_uniform_location("projection");
uniforms.modelview = program->get_uniform_location("modelview");
cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
{-1, -1, -1, 0, 0, -1, 0, 0,
@ -40,6 +59,9 @@ bool init(void)
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)));
modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -3));
projection = glm::perspective(60.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
}
catch (glcxx::Error & e)
{
@ -52,6 +74,16 @@ bool init(void)
void display(SDL_Window * window)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
program->use();
cube_array->bind();
glUniform4f(uniforms.ambient, 1.0, 1.0, 1.0, 1.0);
glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
glUniform1f(uniforms.shininess, 1.0);
glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
SDL_GL_SwapWindow(window);
}