mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 13:03:07 +02:00
Revert "Revert "feat: shaders cooperation, uniform and colors from vertice""
This reverts commit 4fed1960da.
This commit is contained in:
parent
4fed1960da
commit
41331f90fe
5
.vscode/settings.json
vendored
5
.vscode/settings.json
vendored
@ -77,5 +77,8 @@
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"ctime": "cpp",
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"ratio": "cpp"
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},
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"C_Cpp.errorSquiggles": "Disabled"
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"C_Cpp.errorSquiggles": "Disabled",
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"cSpell.words": [
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"VERTICE"
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]
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}
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@ -4,106 +4,187 @@
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#include <iostream>
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#include <string_view>
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namespace constants
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namespace constants
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{
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inline constexpr int GLFW_MAJOR_VERSION{3};
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inline constexpr int GLFW_MINOR_VERSION{3};
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inline constexpr int GLFW_MAJOR_VERSION { 3 };
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inline constexpr int GLFW_MINOR_VERSION { 3 };
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// best practice is to use inline constexpr std::string_view but glfwCreateWindow takes only char* as input
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inline const char *MAIN_WINDOW_NAME{"Match"};
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inline constexpr int MAIN_WINDOW_WIDTH{800};
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inline constexpr int MAIN_WINDOW_HEIGHT{600};
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inline constexpr struct
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{
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inline const char* MAIN_WINDOW_NAME { "Match" };
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inline constexpr int MAIN_WINDOW_WIDTH { 800 };
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inline constexpr int MAIN_WINDOW_HEIGHT { 600 };
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inline constexpr struct {
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GLfloat red = 1.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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GLfloat alpha = 1.0f;
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} RED;
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inline constexpr struct
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{
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inline constexpr struct {
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GLfloat red = 1.0f;
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GLfloat green = 1.0f;
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GLfloat blue = 1.0f;
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GLfloat alpha = 1.0f;
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} WHITE;
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inline constexpr struct
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{
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inline constexpr struct {
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GLfloat red = 0.2f;
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GLfloat green = 0.3f;
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GLfloat blue = 0.3f;
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GLfloat alpha = 1.0f;
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} LEARN_OPEN_GL_COLOR;
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// we write vertex shader
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inline const std::string_view VERTEX_SHADER_OUTPUT_FILE {
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"./shaders/vertexShaderOutput.vs"
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};
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inline const std::string_view VERTEX_FIRST_SHADER {
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"./shaders/firstShader.vs"
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};
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inline const std::string_view VERTEX_WITH_COLOR {
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"./shaders/vertexWithColor.vs"
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};
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inline const std::string_view FRAGMENT_YELLOW {
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"./shaders/yellow.fs"
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};
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inline const std::string_view FRAGMENT_ORANGE {
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"./shaders/orange.fs"
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};
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inline const std::string_view FRAGMENT_COLOR_INPUT {
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"./shaders/fragmentColorInput.fs"
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};
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inline const std::string_view FRAGMENT_UNIFORMS {
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"./shaders/fragmentUniforms.fs"
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};
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// we send output from vertex shader (vertexColor)...
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inline const char *VERTEX_SHADER_COLOR { "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"out vec3 vertexColor;\n" // color output to fragment shader
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos, 1.0);\n" // we directly give xyz of aPos as an argument
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" vertexColor = vec3(0.5, 0.0, 0.0);\n" // dark red color
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"}\0" } ;
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// we write vertex shader
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// version of glsl (since ogl 3.3 same as ogl so we pick 330)
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// in this shader we just forward input data to shader output
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inline const char *VERTEX_SHADER_SOURCE{"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0"};
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inline const char *VERTEX_SHADER_SOURCE { "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0" } ;
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inline const char *VERTEX_SHADER_VERTICE_COLOR { "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n" // position has attribute position 0
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"layout (location = 1) in vec3 aColor;\n" // color has attribute position 1
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"out vec3 vertexColor;\n" // output a color to fragment shader
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos, 1.0);\n"
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" vertexColor = aColor;\n"
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"}\0" } ;
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// ... to fragment shader (vertexColor)
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inline const char *FRAGMENT_SHADER_COLOR_FROM_VERTEX {
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec3 vertexColor;\n" // from vertex
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"void main()\n"
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"{\n"
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"FragColor = vec4(vertexColor, 1.0);\n"
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"}\0"
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};
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// uniforms
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inline const char *FRAGMENT_SHADER_UNIFORMS {
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"uniform vec4 ourColor;\n" // set in OGL code
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"void main()\n"
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"{\n"
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"FragColor = ourColor;\n"
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"}\0"
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};
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// write fragment shader
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// we set the color of each pixel to be orange
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inline const char *FRAGMENT_SHADER_SOURCE{
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inline const char *FRAGMENT_SHADER_SOURCE {
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0"};
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0"
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};
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inline const char *FRAGMENT_SHADER_SOURCE_YELLOW{
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inline const char *FRAGMENT_SHADER_SOURCE_YELLOW {
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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"FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
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"}\0"};
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"FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
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"}\0"
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};
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// we specify three vertices
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// each of them with position in 3d space
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// x y z
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inline constexpr float TRIANGLE_VERTICES[]{
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inline constexpr float TRIANGLE_VERTICES[] {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f};
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inline constexpr size_t TRIANGLE_VERTICES_SIZE = {sizeof(TRIANGLE_VERTICES)};
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inline constexpr float TRIANGLES_VERTICES[]{
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// first triangle
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-0.9f, -0.5f, 0.0f, // left
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-0.0f, -0.5f, 0.0f, // right
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-0.45f, 0.5f, 0.0f, // top
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// second triangle
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0.0f, -0.5f, 0.0f, // left
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0.9f, -0.5f, 0.0f, // right
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0.45f, 0.5f, 0.0f // top
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0.0f, 0.5f, 0.0f
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};
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inline constexpr size_t TRIANGLES_VERTICES_SIZE = {sizeof(TRIANGLES_VERTICES)};
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inline constexpr size_t TRIANGLE_VERTICES_SIZE = { sizeof(TRIANGLE_VERTICES) };
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inline constexpr float TRIANGLE_ONE[]{
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inline constexpr float TRIANGLES_VERTICES[] {
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// first triangle
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-0.9f, -0.5f, 0.0f, // left
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-0.0f, -0.5f, 0.0f, // right
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-0.45f, 0.5f, 0.0f, // top
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};
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inline constexpr size_t TRIANGLE_ONE_SIZE = {sizeof(TRIANGLE_ONE)};
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inline constexpr float TRIANGLE_TWO[]{
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-0.9f, -0.5f, 0.0f, // left
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-0.0f, -0.5f, 0.0f, // right
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-0.45f, 0.5f, 0.0f, // top
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// second triangle
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0.0f, -0.5f, 0.0f, // left
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0.9f, -0.5f, 0.0f, // right
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0.45f, 0.5f, 0.0f // top
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0.0f, -0.5f, 0.0f, // left
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0.9f, -0.5f, 0.0f, // right
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0.45f, 0.5f, 0.0f // top
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};
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inline constexpr size_t TRIANGLE_TWO_SIZE = {sizeof(TRIANGLE_TWO)};
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inline constexpr size_t TRIANGLES_VERTICES_SIZE = { sizeof(TRIANGLES_VERTICES) };
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inline constexpr float TRIANGLE_ONE[] {
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// first triangle
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-0.9f, -0.5f, 0.0f, // left
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-0.0f, -0.5f, 0.0f, // right
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-0.45f, 0.5f, 0.0f, // top
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};
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inline constexpr size_t TRIANGLE_ONE_SIZE = { sizeof(TRIANGLE_ONE) };
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inline constexpr float TRIANGLE_TWO[] {
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// second triangle
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0.0f, -0.5f, 0.0f, // left
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0.9f, -0.5f, 0.0f, // right
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0.45f, 0.5f, 0.0f // top
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};
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inline constexpr size_t TRIANGLE_TWO_SIZE = { sizeof(TRIANGLE_TWO) };
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inline constexpr float TRIANGLE_COLORS[] {
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// positions // colors
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
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};
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inline constexpr size_t TRIANGLE_COLORS_SIZE = { sizeof(TRIANGLE_COLORS) };
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// compare with square done with only vertices:
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/*
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@ -111,31 +192,31 @@ namespace constants
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// first triangle
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, 0.5f, 0.0f, // top left
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-0.5f, 0.5f, 0.0f, // top left
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// second triangle
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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bottom right and top left is specified twice !
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bottom right and top left is specified twice !
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*/
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inline constexpr float SQUARE_VERTICES[]{
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0.5f, 0.5f, 0.0f, // top right
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inline constexpr float SQUARE_VERTICES[] {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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inline constexpr unsigned int SQUARE_INDICES[]{
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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inline constexpr unsigned int SQUARE_INDICES[] {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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inline constexpr size_t SQUARE_INDICES_SIZE = {sizeof(SQUARE_INDICES)};
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inline constexpr size_t SQUARE_INDICES_SIZE = { sizeof(SQUARE_INDICES) };
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inline constexpr size_t SQUARE_VERTICES_SIZE = {sizeof(SQUARE_VERTICES)};
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inline constexpr size_t SQUARE_VERTICES_SIZE = { sizeof(SQUARE_VERTICES) };
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inline constexpr int MAX_DRAW_CALL = {4};
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inline constexpr int MAX_DRAW_CALL = { 7 };
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}
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@ -3,6 +3,7 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <cmath>
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#include "draw.hpp"
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#include "renderLoop.hpp"
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#include "shaders.hpp"
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@ -14,18 +15,27 @@ int drawFigure(const int whatToDraw)
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switch (whatToDraw)
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{
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case 0:
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return drawTriangle(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
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return drawTriangle(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_FIRST_SHADER, constants::FRAGMENT_ORANGE, false);
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case 1:
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return drawSquare(constants::VERTEX_FIRST_SHADER, constants::FRAGMENT_ORANGE);
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case 2:
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// Try to draw 2 triangles next to each other using glDrawArrays by adding more vertices to your data.
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return drawTriangle(constants::TRIANGLES_VERTICES, constants::TRIANGLES_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
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return drawTriangle(constants::TRIANGLES_VERTICES, constants::TRIANGLES_VERTICES_SIZE, constants::VERTEX_FIRST_SHADER, constants::FRAGMENT_ORANGE, false);
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case 3:
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// Now create the same 2 triangles using two different VAOs and VBOs for their data
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return (drawTriangle(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE) == -1);
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case constants::MAX_DRAW_CALL:
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return (drawTriangle(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_FIRST_SHADER, constants::FRAGMENT_ORANGE, false) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_FIRST_SHADER, constants::FRAGMENT_ORANGE, false) == -1);
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case 4:
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// Create two shader programs where the second program uses a different fragment shader that outputs the color yellow; draw both triangles again where one outputs the color yellow
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return (drawTriangle(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE_YELLOW) == -1);
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return (drawTriangle(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_FIRST_SHADER, constants::FRAGMENT_ORANGE, false) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_FIRST_SHADER, constants::FRAGMENT_YELLOW, false) == -1);
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case 5:
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// Get color from vertex shader to fragment shader
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return drawTriangle(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_WITH_COLOR, constants::FRAGMENT_COLOR_INPUT, false);
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case 6:
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// set color from opengl code to uniform value in fragment shader
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return drawTriangle(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_WITH_COLOR, constants::FRAGMENT_UNIFORMS, false);
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case constants::MAX_DRAW_CALL:
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// set color from opengl code to uniform value in fragment shader
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return drawTriangle(constants::TRIANGLE_COLORS, constants::TRIANGLE_COLORS_SIZE, constants::VERTEX_WITH_COLOR, constants::FRAGMENT_COLOR_INPUT, true);
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default:
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throw "No function for this draw call";
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}
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@ -40,8 +50,7 @@ int drawSquare(const std::string_view vertexShaderSource, const std::string_view
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copyVerticesMemory(constants::SQUARE_INDICES, constants::SQUARE_INDICES_SIZE, GL_ELEMENT_ARRAY_BUFFER);
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// set vertex attribute pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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configureVertexAttribute(false);
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doDrawElements(ourShader, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, std::size(constants::SQUARE_INDICES));
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return 0;
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@ -55,27 +64,36 @@ void doDrawElements(const Shader Shader, const unsigned int vertexArrayObject, c
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glBindVertexArray(0);
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}
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int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char *vertexShaderSource, const char *fragmentShaderSource)
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int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const std::string_view vertexShaderSource, const std::string_view fragmentShaderSource, const bool colorIncluded)
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{
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const unsigned int vertexBufferObject = copyVerticesMemory(triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
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Shader ourShader(vertexShaderSource, fragmentShaderSource);
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configureVertexAttribute();
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const unsigned int vertexArrayObject = generateBindVAO();
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copyVerticesArray(vertexBufferObject, triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
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// set vertex attribute pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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doDrawArrays(shaderProgram, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
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configureVertexAttribute(colorIncluded);
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doDrawArrays(ourShader, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
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return 0;
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}
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void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered)
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GLfloat updateUniformColor()
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{
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// update the uniform color
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const float timeValue = glfwGetTime(); // retrieve running time
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const float greenValue = sin(timeValue) / 2.0f + 0.5f; // vary the color from 0.0 to 1.0 using sin
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return greenValue;
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}
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void doDrawArrays(const Shader Shader, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered)
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{
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// use shader program to render an object
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glUseProgram(shaderProgram);
|
||||
Shader.use();
|
||||
Shader.setFloat("ourColor", updateUniformColor());
|
||||
|
||||
glBindVertexArray(vertexArrayObject);
|
||||
// From left:
|
||||
// primitive type we want to draw
|
||||
|
||||
@ -6,7 +6,8 @@
|
||||
int drawFigure(const int whatToDraw);
|
||||
int drawSquare(const std::string_view vertexShaderSource, const std::string_view fragmentShaderSource);
|
||||
void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw);
|
||||
int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char *vertexShaderSource, const char *fragmentShaderSource);
|
||||
void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered);
|
||||
int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const std::string_view vertexShaderSource, const std::string_view fragmentShaderSource, const bool colorIncluded);
|
||||
GLfloat updateUniformColor();
|
||||
void doDrawArrays(const Shader Shader, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered );
|
||||
|
||||
#endif
|
||||
#endif
|
||||
Binary file not shown.
@ -11,8 +11,10 @@
|
||||
|
||||
int processInput(GLFWwindow *window, const int whatToDraw)
|
||||
{
|
||||
static bool locked = false;
|
||||
const bool PRESSED_CHANGE_DRAW = (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS);
|
||||
static bool lockedLeft = false;
|
||||
static bool lockedRight = false;
|
||||
const bool PRESSED_CHANGE_LEFT = (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS);
|
||||
const bool PRESSED_CHANGE_RIGHT = (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS);
|
||||
|
||||
// glfwGetKey takes window and key as an input and checks is currently being pressed
|
||||
// if the user pressed escape we close window
|
||||
@ -20,12 +22,19 @@ int processInput(GLFWwindow *window, const int whatToDraw)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
if ( !PRESSED_CHANGE_DRAW )
|
||||
locked = 0;
|
||||
if ( PRESSED_CHANGE_DRAW && locked == 0 )
|
||||
if ( !PRESSED_CHANGE_LEFT )
|
||||
lockedLeft = 0;
|
||||
if ( !PRESSED_CHANGE_RIGHT )
|
||||
lockedRight = 0;
|
||||
if ( PRESSED_CHANGE_RIGHT && lockedRight == 0 )
|
||||
{
|
||||
locked = 1;
|
||||
lockedRight = 1;
|
||||
return (whatToDraw == constants::MAX_DRAW_CALL ? 0 : whatToDraw + 1);
|
||||
}
|
||||
if ( PRESSED_CHANGE_LEFT && lockedLeft == 0 )
|
||||
{
|
||||
lockedLeft = 1;
|
||||
return (whatToDraw == 0 ? constants::MAX_DRAW_CALL : whatToDraw - 1);
|
||||
}
|
||||
return whatToDraw;
|
||||
}
|
||||
@ -69,21 +78,35 @@ unsigned int copyVerticesMemory(const unsigned int vertices[], const size_t size
|
||||
return vertexBufferObject;
|
||||
}
|
||||
|
||||
void configureVertexAttribute()
|
||||
void configureVertexAttribute(const bool colorIncluded)
|
||||
{
|
||||
// specify how OGL interprets vertex data
|
||||
// From left:
|
||||
// which vertex attribute we configure (from shader source code layout (location = 0))
|
||||
// size of vertex attribute (we use vec3 so it contains 3 values)
|
||||
// type of data of which vec consists of
|
||||
// should data be normalized, (useful when we use integer data)
|
||||
// space between vertex attributes, each position data is 3 times the size of float
|
||||
// offset of where position data begins in buffer
|
||||
// see: https://learnopengl.com/img/getting-started/vertex_attribute_pointer.png
|
||||
// vertex attribute data take data from memory managed by VBO bound to GL_ARRAY_BUFFER
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||
/* specify how OGL interprets vertex data
|
||||
From left:
|
||||
which vertex attribute we configure (from shader source code layout (location = 0))
|
||||
size of vertex attribute (we use vec3 so it contains 3 values)
|
||||
type of data of which vec consists of
|
||||
should data be normalized, (useful when we use integer data)
|
||||
space between vertex attributes, each position data is 3 times the size of float
|
||||
offset of where position data begins in buffer
|
||||
see: https://learnopengl.com/img/getting-started/vertex_attribute_pointer.png
|
||||
vertex attribute data take data from memory managed by VBO bound to GL_ARRAY_BUFFER */
|
||||
if(!colorIncluded) {
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||
// enable vertex attribute
|
||||
glEnableVertexAttribArray(0);
|
||||
return;
|
||||
}
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
|
||||
// enable vertex attribute
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
/* we change attribute location, color values have size of 3 floats
|
||||
we do not normalize values, in order to get the next attribute value in data array we need to move 6 floats, (3 for position and 3 for color), we also need to specify an offset, first we have position then after 3 floats we have color
|
||||
https://learnopengl.com/img/getting-started/vertex_attribute_pointer_interleaved.png */
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3* sizeof(float)));
|
||||
// enable vertex attribute
|
||||
glEnableVertexAttribArray(1);
|
||||
}
|
||||
|
||||
unsigned int generateBindVAO()
|
||||
|
||||
@ -7,7 +7,7 @@ void renderLoop(GLFWwindow *window);
|
||||
int renderLoopInside(GLFWwindow *window, int whatToDraw);
|
||||
void copyVerticesArray(unsigned int vertexBufferObject, const float vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget);
|
||||
unsigned int generateBindVAO();
|
||||
void configureVertexAttribute();
|
||||
void configureVertexAttribute(const bool colorIncluded);
|
||||
int processInput(GLFWwindow *window, int whatToDraw);
|
||||
|
||||
unsigned int copyVerticesMemory(const float vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user