set uniforms and draw a quad
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27d9b1535e
commit
872dae3f6e
32
app.cc
32
app.cc
@ -3,12 +3,25 @@
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#include "glcxx.hpp"
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#include "GL3/gl3w.h"
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#include <iostream>
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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using namespace std;
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std::shared_ptr<glcxx::Program> program;
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std::shared_ptr<glcxx::Buffer> cube_buffer;
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std::shared_ptr<glcxx::Array> cube_array;
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static struct
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{
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GLint ambient;
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GLint specular;
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GLint shininess;
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GLint tex;
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GLint projection;
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GLint modelview;
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} uniforms;
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glm::mat4 modelview;
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glm::mat4 projection;
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#define WIDTH 800
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#define HEIGHT 800
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@ -26,6 +39,12 @@ bool init(void)
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"position", 0,
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"normal", 1,
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"tex_coord", 2);
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uniforms.ambient = program->get_uniform_location("ambient");
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uniforms.specular = program->get_uniform_location("specular");
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uniforms.shininess = program->get_uniform_location("shininess");
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uniforms.tex = program->get_uniform_location("tex");
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uniforms.projection = program->get_uniform_location("projection");
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uniforms.modelview = program->get_uniform_location("modelview");
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cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{-1, -1, -1, 0, 0, -1, 0, 0,
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@ -40,6 +59,9 @@ bool init(void)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), NULL);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
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modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -3));
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projection = glm::perspective(60.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
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}
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catch (glcxx::Error & e)
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{
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@ -52,6 +74,16 @@ 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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program->use();
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cube_array->bind();
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glUniform4f(uniforms.ambient, 1.0, 1.0, 1.0, 1.0);
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glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(uniforms.shininess, 1.0);
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glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
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glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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SDL_GL_SwapWindow(window);
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}
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