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https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 13:03:07 +02:00
feat: shaders cooperation, uniform and colors from vertice
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.vscode/settings.json
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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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@ -33,6 +33,16 @@ namespace constants
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GLfloat alpha = 1.0f;
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} LEARN_OPEN_GL_COLOR;
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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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@ -43,6 +53,38 @@ namespace constants
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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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@ -105,6 +147,15 @@ namespace constants
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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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@ -136,7 +187,7 @@ namespace constants
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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_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE, false);
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case 1:
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return drawSquare(constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
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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_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE, 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_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE, false) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE, 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_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE, false) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE_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_SHADER_COLOR, constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX, 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_SHADER_COLOR, constants::FRAGMENT_SHADER_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_SHADER_VERTICE_COLOR, constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX, 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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@ -46,8 +56,7 @@ int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource)
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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(shaderProgram, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, std::size(constants::SQUARE_INDICES));
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return 0;
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@ -61,7 +70,7 @@ void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexA
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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 char* vertexShaderSource, const char* 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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@ -73,21 +82,41 @@ int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSi
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if (shaderProgram == 0)
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return -1;
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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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configureVertexAttribute(colorIncluded);
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doDrawArrays(shaderProgram, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
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return 0;
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}
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void updateUniformColor(const unsigned int shaderProgram, const GLchar* uniformName)
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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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const int vertexColorLocation = glGetUniformLocation(shaderProgram, uniformName); // query the location of our uniform
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if(vertexColorLocation != -1) // if glGetUniformLocation returns -1 it could not find the location
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{
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glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f); /* we set the uniform value using glUniform4f
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4f means that it expects 4 floats
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few of possible postfixes:
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f: the function expects a float as its value.
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i: the function expects an int as its value.
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ui: the function expects an unsigned int as its value.
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3f: the function expects 3 floats as its value.
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fv: the function expects a float vector/array as its value.
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*/
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}
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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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{
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// use shader program to render an object
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glUseProgram(shaderProgram);
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updateUniformColor(shaderProgram, "ourColor");
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glBindVertexArray(vertexArrayObject);
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// From left:
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// primitive type we want to draw
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@ -6,7 +6,8 @@
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int drawFigure(const int whatToDraw);
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int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource);
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void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw);
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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 char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded);
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void updateUniformColor(const unsigned int shaderProgram, const GLchar* uniformName);
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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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#endif
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Binary file not shown.
@ -11,8 +11,10 @@
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int processInput(GLFWwindow *window, const int whatToDraw)
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{
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static bool locked = false;
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const bool PRESSED_CHANGE_DRAW = (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS);
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static bool lockedLeft = false;
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static bool lockedRight = false;
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const bool PRESSED_CHANGE_LEFT = (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS);
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const bool PRESSED_CHANGE_RIGHT = (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS);
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// glfwGetKey takes window and key as an input and checks is currently being pressed
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// if the user pressed escape we close window
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@ -20,12 +22,19 @@ int processInput(GLFWwindow *window, const int whatToDraw)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if ( !PRESSED_CHANGE_DRAW )
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locked = 0;
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if ( PRESSED_CHANGE_DRAW && locked == 0 )
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if ( !PRESSED_CHANGE_LEFT )
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lockedLeft = 0;
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if ( !PRESSED_CHANGE_RIGHT )
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lockedRight = 0;
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if ( PRESSED_CHANGE_RIGHT && lockedRight == 0 )
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{
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locked = 1;
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lockedRight = 1;
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return (whatToDraw == constants::MAX_DRAW_CALL ? 0 : whatToDraw + 1);
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}
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if ( PRESSED_CHANGE_LEFT && lockedLeft == 0 )
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{
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lockedLeft = 1;
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return (whatToDraw == 0 ? constants::MAX_DRAW_CALL : whatToDraw - 1);
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}
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return whatToDraw;
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}
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@ -69,21 +78,35 @@ unsigned int copyVerticesMemory(const unsigned int vertices[], const size_t size
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return vertexBufferObject;
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}
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void configureVertexAttribute()
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void configureVertexAttribute(const bool colorIncluded)
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{
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// specify how OGL interprets vertex data
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// From left:
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// which vertex attribute we configure (from shader source code layout (location = 0))
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// size of vertex attribute (we use vec3 so it contains 3 values)
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// type of data of which vec consists of
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// should data be normalized, (useful when we use integer data)
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// space between vertex attributes, each position data is 3 times the size of float
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// offset of where position data begins in buffer
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// see: https://learnopengl.com/img/getting-started/vertex_attribute_pointer.png
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// vertex attribute data take data from memory managed by VBO bound to GL_ARRAY_BUFFER
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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/* specify how OGL interprets vertex data
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From left:
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which vertex attribute we configure (from shader source code layout (location = 0))
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size of vertex attribute (we use vec3 so it contains 3 values)
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type of data of which vec consists of
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should data be normalized, (useful when we use integer data)
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space between vertex attributes, each position data is 3 times the size of float
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offset of where position data begins in buffer
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see: https://learnopengl.com/img/getting-started/vertex_attribute_pointer.png
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vertex attribute data take data from memory managed by VBO bound to GL_ARRAY_BUFFER */
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if(!colorIncluded) {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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// enable vertex attribute
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glEnableVertexAttribArray(0);
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return;
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}
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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// enable vertex attribute
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glEnableVertexAttribArray(0);
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/* we change attribute location, color values have size of 3 floats
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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
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https://learnopengl.com/img/getting-started/vertex_attribute_pointer_interleaved.png */
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3* sizeof(float)));
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// enable vertex attribute
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glEnableVertexAttribArray(1);
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}
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unsigned int generateBindVAO()
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@ -7,7 +7,7 @@ void renderLoop(GLFWwindow *window);
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int renderLoopInside(GLFWwindow *window, int whatToDraw);
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void copyVerticesArray(unsigned int vertexBufferObject, const float vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget);
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unsigned int generateBindVAO();
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void configureVertexAttribute();
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void configureVertexAttribute(const bool colorIncluded);
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int processInput(GLFWwindow *window, int whatToDraw);
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unsigned int copyVerticesMemory(const float vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget);
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