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https://github.com/kuhyx/engineer-thesis-WUT.git
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chore: add const
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0f293adb96
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@ -53,7 +53,7 @@ int initializeGLAD()
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}
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// resizes viewport when user resizes window
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void framebuffer_size_callback(GLFWwindow *window, int width, int height)
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void framebuffer_size_callback(GLFWwindow *window, const int width, const int height)
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{
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glViewport(0, 0, width, height);
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}
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@ -6,7 +6,7 @@ void configureGLFW(const int GLFWMajorVersion, const int GLFWMinorVersion);
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void instantiateGLFWwindow();
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GLFWwindow *createWindowObject();
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int initializeGLAD();
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, const int width, const int height);
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void viewPort(GLFWwindow *window);
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GLFWwindow *prepareForRender();
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@ -11,16 +11,17 @@
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int drawFigure(const bool whatToDraw)
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{
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if(whatToDraw)
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if (whatToDraw)
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{
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if(drawTriangle() == -1)
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if (drawTriangle() == -1)
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{
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print("Error with drawing triangle! ");
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return -1;
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}
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}else
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}
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else
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{
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if(drawSquare() == -1)
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if (drawSquare() == -1)
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{
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print("Error with drawing square! ");
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return -1;
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@ -31,18 +32,20 @@ int drawFigure(const bool whatToDraw)
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int drawSquare()
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{
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std::pair<unsigned int, unsigned int> shaders = compileShaders();
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if(shaders.first == 0 || shaders.second == 0) return -1;
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const std::pair<unsigned int, unsigned int> shaders = compileShaders();
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if (shaders.first == 0 || shaders.second == 0)
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return -1;
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unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
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if(shaderProgram == 0) return -1;
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const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
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if (shaderProgram == 0)
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return -1;
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unsigned int VAO = generateBindVAO();
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const unsigned int VAO = generateBindVAO();
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copyVerticesMemory(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, GL_ARRAY_BUFFER);
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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doDrawElements(shaderProgram, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, std::size(constants::SQUARE_INDICES));
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@ -59,26 +62,28 @@ void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexA
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int drawTriangle()
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{
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unsigned int vertexBufferObject = copyVerticesMemory(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, GL_ARRAY_BUFFER);
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const unsigned int vertexBufferObject = copyVerticesMemory(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, GL_ARRAY_BUFFER);
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std::pair<unsigned int, unsigned int> shaders = compileShaders();
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if(shaders.first == 0 || shaders.second == 0) return -1;
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const std::pair<unsigned int, unsigned int> shaders = compileShaders();
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if (shaders.first == 0 || shaders.second == 0)
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return -1;
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unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
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if(shaderProgram == 0) return -1;
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const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
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if (shaderProgram == 0)
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return -1;
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configureVertexAttribute();
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unsigned int vertexArrayObject = generateBindVAO();
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const unsigned int vertexArrayObject = generateBindVAO();
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copyVerticesArray(vertexBufferObject, constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, 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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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, 3);
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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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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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Binary file not shown.
@ -9,21 +9,19 @@
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#include "constants.hpp"
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#include "misc.hpp"
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bool processInput(GLFWwindow *window, bool whatToDraw)
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bool processInput(GLFWwindow *window, const bool whatToDraw)
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{
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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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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if(glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if(glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS ) return !whatToDraw;
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if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
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return !whatToDraw;
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return whatToDraw;
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}
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// https://stackoverflow.com/a/25680092
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unsigned int copyVerticesMemory(const float vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget)
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{
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@ -75,7 +73,7 @@ void configureVertexAttribute()
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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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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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}
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@ -98,37 +96,37 @@ void copyVerticesArray(unsigned int vertexBufferObject, const float vertices[],
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glBufferData(boundBufferTarget, sizeOfVertices, vertices, GL_STATIC_DRAW);
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}
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bool renderLoopInside(GLFWwindow* window, bool whatToDraw)
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bool renderLoopInside(GLFWwindow *window, bool whatToDraw)
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{
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// input
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whatToDraw = processInput(window, whatToDraw);
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// We specify the color to clear the screen with
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// RGB and alpha value
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glClearColor( constants::LEARN_OPEN_GL_COLOR.red, constants::LEARN_OPEN_GL_COLOR.green, constants::LEARN_OPEN_GL_COLOR.blue, constants::LEARN_OPEN_GL_COLOR.alpha);
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// There is GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT
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glClear(GL_COLOR_BUFFER_BIT);
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// input
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whatToDraw = processInput(window, whatToDraw);
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// We specify the color to clear the screen with
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// RGB and alpha value
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glClearColor(constants::LEARN_OPEN_GL_COLOR.red, constants::LEARN_OPEN_GL_COLOR.green, constants::LEARN_OPEN_GL_COLOR.blue, constants::LEARN_OPEN_GL_COLOR.alpha);
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// There is GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT
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glClear(GL_COLOR_BUFFER_BIT);
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if(drawFigure(whatToDraw) == -1)
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{
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print("error with drawing!");
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glfwSetWindowShouldClose(window, true);
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};
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if (drawFigure(whatToDraw) == -1)
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{
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print("error with drawing!");
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glfwSetWindowShouldClose(window, true);
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};
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// swaps buffer containing color values of each pixel in window
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// there is front buffer (final image) and back buffer (where all rendering commands draw to)
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// when back buffer is ready we swap it with front buffer to eliminate flickering
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glfwSwapBuffers(window);
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// swaps buffer containing color values of each pixel in window
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// there is front buffer (final image) and back buffer (where all rendering commands draw to)
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// when back buffer is ready we swap it with front buffer to eliminate flickering
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glfwSwapBuffers(window);
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// glfwPollEvents checks if any event (like mouse/keyboard input was triggered), updates window state and calls functions (which we register via callback methods)
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glfwPollEvents();
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return whatToDraw;
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// glfwPollEvents checks if any event (like mouse/keyboard input was triggered), updates window state and calls functions (which we register via callback methods)
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glfwPollEvents();
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return whatToDraw;
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}
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void renderLoop(GLFWwindow* window)
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void renderLoop(GLFWwindow *window)
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{
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bool whatToDraw = true;
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// glfwWindowShouldClose checks if GLFW was instructed to close
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while(!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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whatToDraw = renderLoopInside(window, whatToDraw);
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}
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@ -6,7 +6,6 @@
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#include "constants.hpp"
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#include "misc.hpp"
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unsigned int linkShaderObjectsShaderProgram(unsigned int vertexShaders, unsigned int fragmentShader)
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{
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// link shader objects into shader program
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@ -21,7 +20,8 @@ unsigned int linkShaderObjectsShaderProgram(unsigned int vertexShaders, unsigned
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// link shaders
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glLinkProgram(shaderProgram);
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if(!shaderSuccessful(shaderProgram, false)) return 0;
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if (!shaderSuccessful(shaderProgram, false))
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return 0;
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// activate program
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// after that every shader and rendering call will use this program object
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@ -30,36 +30,37 @@ unsigned int linkShaderObjectsShaderProgram(unsigned int vertexShaders, unsigned
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// delete shaders (they are linked into shaderProgram and we do not need them anymore)
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glDeleteShader(vertexShaders);
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glDeleteShader(fragmentShader);
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if(shaderProgram == 0) print("Shader Program Linking Failed");
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if (shaderProgram == 0)
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print("Shader Program Linking Failed");
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return shaderProgram;
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}
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unsigned int compileShader(const GLenum shaderType, const char * shaderSource)
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unsigned int compileShader(const GLenum shaderType, const char *shaderSource)
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{
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// we create vertex shader and assign its id to shader variable
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unsigned int shaderID;
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shaderID = glCreateShader(shaderType);
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const unsigned int shaderID = glCreateShader(shaderType);
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// attach shader source code to shader object
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// from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as NULL)
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glShaderSource(shaderID, 1, &shaderSource, NULL);
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// compile shader
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glCompileShader(shaderID);
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if(!shaderSuccessful(shaderID, true)) return 0;
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if (!shaderSuccessful(shaderID, true))
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return 0;
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return shaderID;
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}
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std::pair<unsigned int, unsigned int> compileShaders()
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{
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unsigned int vertexShader = compileShader(GL_VERTEX_SHADER, constants::vertexShaderSource);
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if(vertexShader == 0)
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const unsigned int vertexShader = compileShader(GL_VERTEX_SHADER, constants::vertexShaderSource);
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if (vertexShader == 0)
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{
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print("Vertex Shader Compilation Failed");
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return std::make_pair(0, 0);
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}
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unsigned int fragmentShader = compileShader(GL_FRAGMENT_SHADER, constants::fragmentShaderSource);
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if(fragmentShader == 0)
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const unsigned int fragmentShader = compileShader(GL_FRAGMENT_SHADER, constants::fragmentShaderSource);
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if (fragmentShader == 0)
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{
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print("Fragment Shader Compilation Failed");
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return std::make_pair(0, 0);
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@ -67,14 +68,14 @@ std::pair<unsigned int, unsigned int> compileShaders()
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return std::make_pair(vertexShader, fragmentShader);
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}
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void shaderFailedMessage(const unsigned int shader, bool compilation)
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void shaderFailedMessage(const unsigned int shader, const bool compilation)
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{
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char infoLog[512];
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const size_t sizeOfInfoLog = sizeof(infoLog) / sizeof(infoLog[0]);
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compilation ?
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glGetShaderInfoLog(shader, sizeOfInfoLog, NULL, infoLog)
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: glGetProgramInfoLog(shader, sizeOfInfoLog, NULL, infoLog);
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std::cout << "ERROR vertex shader compilation failed \n" << infoLog << std::endl;
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compilation ? glGetShaderInfoLog(shader, sizeOfInfoLog, NULL, infoLog)
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: glGetProgramInfoLog(shader, sizeOfInfoLog, NULL, infoLog);
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std::cout << "ERROR vertex shader compilation failed \n"
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<< infoLog << std::endl;
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}
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int shaderSuccessful(const unsigned int shader, const bool compilation)
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@ -84,11 +85,10 @@ int shaderSuccessful(const unsigned int shader, const bool compilation)
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int success;
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// here we store info about compilation
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// check if compilation was successful
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compilation ?
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
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: glGetProgramiv(shader, GL_LINK_STATUS, &success);
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compilation ? glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
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: glGetProgramiv(shader, GL_LINK_STATUS, &success);
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// if not display compilation log
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if(!success)
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if (!success)
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{
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shaderFailedMessage(shader, compilation);
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}
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@ -6,11 +6,10 @@
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unsigned int linkShaderObjectsShaderProgram(unsigned int vertexShaders, unsigned int fragmentShader);
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std::pair<unsigned int, unsigned int> compileShaders();
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unsigned int compileShader(const GLenum shaderType, const char * shaderSource);
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unsigned int compileShader(const GLenum shaderType, const char *shaderSource);
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int shaderCompilationSuccessful(const unsigned int shader);
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int shaderProgramLinkingSuccessful(const unsigned int shaderProgram);
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int shaderSuccessful(const unsigned int shader, const bool compilation);
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void shaderFailedMessage(const unsigned int shader, bool compilation);
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void shaderFailedMessage(const unsigned int shader, const bool compilation);
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#endif
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