chore: intermediate commit

This commit is contained in:
Krzysztof Rudnicki 2023-03-11 16:58:17 +01:00
parent 7b6d1452e4
commit 305f04c2a7
4 changed files with 19 additions and 14 deletions

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@ -1,11 +1,8 @@
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture(ourTexture, TexCoord);

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@ -19,7 +19,7 @@ int drawFigure(const int whatToDraw)
case 0:
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
case 1:
return drawSquare(constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
return drawSquare(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, constants::SQUARE_INDICES, constants::SQUARE_INDICES_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
case 2:
// Try to draw 2 triangles next to each other using glDrawArrays by adding more vertices to your data.
return drawTriangleClass(constants::TRIANGLES_VERTICES, constants::TRIANGLES_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
@ -51,7 +51,7 @@ int drawFigure(const int whatToDraw)
case 10:
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_TASK_THREE_FILENAME, constants::FRAGMENT_SHADER_TASK_THREE_FILENAME);
case constants::MAX_DRAW_CALL:
return drawTriangleClass(constants::POSITION_COLOR_TEXTURE, constants::POSITION_COLOR_TEXTURE_SIZE, constants::VERTEX_SHADER_TEXTURE_FILENAME, constants::FRAGMENT_SHADER_TEXTURE_FILENAME, true, true);
return drawDebilMode();
default:
throw "No function for this draw call";
}
@ -112,23 +112,23 @@ int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSi
return 0;
}
int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource)
int drawSquare(const float squareVertices[], const size_t squareVerticesSize, const unsigned int squareIndices[], const size_t squareIndicesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded, const bool textureIncluded, const offsetsStruct offsets)
{
const unsigned int shaderProgram = getShaderProgram(vertexShaderSource, fragmentShaderSource);
if (shaderProgram == 0)
return -1;
const unsigned int VAO = generateBindVAO();
copyVerticesMemory(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, GL_ARRAY_BUFFER);
copyVerticesMemory(constants::SQUARE_INDICES, constants::SQUARE_INDICES_SIZE, GL_ELEMENT_ARRAY_BUFFER);
copyVerticesMemory(squareVertices, squareVerticesSize, GL_ARRAY_BUFFER);
copyVerticesMemory(squareIndices, squareIndicesSize, GL_ELEMENT_ARRAY_BUFFER);
// set vertex attribute pointers
configureVertexAttribute(false, false);
configureVertexAttribute(colorIncluded, textureIncluded);
doDrawElements(shaderProgram, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, std::size(constants::SQUARE_INDICES));
doDrawElements(shaderProgram, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, squareIndicesSize);
return 0;
}
int drawSquareClass(const char* vertexPath, const char* fragmentPath)
int drawSquareClass(const char* vertexPath, const char* fragmentPath, const bool colorIncluded, const bool textureIncluded, const offsetsStruct offsets)
{
Shader ourShader(vertexPath, fragmentPath);
ourShader.use();
@ -142,6 +142,12 @@ int drawSquareClass(const char* vertexPath, const char* fragmentPath)
return 0;
}
int drawDebilMode() {
// https://stackoverflow.com/questions/33883609/opengl-linker-error-linking-with-uncompiled-shader
Shader ourShader(constants::VERTEX_SHADER_TEXTURE_FILENAME, constants::FRAGMENT_SHADER_TEXTURE_FILENAME);
return 0;
}
void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw)
{
glUseProgram(shaderProgram);
@ -175,7 +181,7 @@ void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArr
// use shader program to render an object
glUseProgram(shaderProgram);
updateUniformColor(shaderProgram, "ourColor");
const unsigned int texture = generateTexture("./assets/Preview.png", 500, 500, 3);
const unsigned int texture = generateTexture("./assets/Preview.png", 430, 288, 3);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(vertexArrayObject);
// From left:

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@ -3,6 +3,7 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <string>
#include "constants.hpp"
struct offsetsStruct {
offsetsStruct(): xOffset(0), yOffset(0), zOffset(0) { }
@ -10,8 +11,8 @@ struct offsetsStruct {
};
int drawFigure(const int whatToDraw);
int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource);
int drawSquareClass(const char* vertexPath, const char* fragmentPath);
int drawSquare(const float squareVertices[] = constants::SQUARE_VERTICES, const size_t squareVerticesSize = constants::SQUARE_VERTICES_SIZE, const unsigned int squareIndices[] = constants::SQUARE_INDICES, const size_t squareIndicesSize = constants::SQUARE_INDICES_SIZE, const char* vertexShaderSource = constants::VERTEX_SHADER_SOURCE, const char* fragmentShaderSource = constants::FRAGMENT_SHADER_SOURCE, const bool colorIncluded = false, const bool textureIncluded = false, const offsetsStruct offsets = offsetsStruct());
int drawSquareClass(const char* vertexPath, const char* fragmentPath, const bool colorIncluded = false, const bool textureIncluded = false, const offsetsStruct offsets = offsetsStruct());
void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw);
int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded = false, const bool textureIncluded = false, const offsetsStruct offsets = offsetsStruct());
int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded = false, const bool textureIncluded = false);
@ -19,5 +20,6 @@ int drawTexture();
void updateUniformColor(const unsigned int shaderProgram, const GLchar* uniformName);
void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered );
unsigned int drawSquareShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource);
int drawDebilMode();
#endif

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