Work on assignment 2a
This commit is contained in:
parent
4e550893bb
commit
e8a5758103
13 changed files with 616 additions and 525 deletions
BIN
assignment-2a/.DS_Store
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assignment-2a/.DS_Store
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2
assignment-2a/.clang-format
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2
assignment-2a/.clang-format
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@ -0,0 +1,2 @@
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---
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BasedOnStyle: LLVM
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@ -1,81 +1,84 @@
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# Set the minimum required version of cmake for this project
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cmake_minimum_required (VERSION 3.1)
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# Generate the `compile_commands.json` file.
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON CACHE INTERNAL "")
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if(CMAKE_EXPORT_COMPILE_COMMANDS)
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set(CMAKE_CXX_STANDARD_INCLUDE_DIRECTORIES
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${CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES})
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endif()
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# Create a project called 'HW2a'
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project(HW2a)
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# Define in the C++ code what the variable "SRC_DIR" should be equal to the current_path/src
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add_definitions( -DSRC_DIR="${CMAKE_CURRENT_SOURCE_DIR}/src" )
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# Find OpenGL, and set link library names and include paths
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find_package(OpenGL REQUIRED)
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set(OPENGL_LIBRARIES ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY})
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set(OPENGL_INCLUDE_DIRS ${OPENGL_INCLUDE_DIR})
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include_directories(${OPENGL_INCLUDE_DIRS})
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# Also disable building some of the extra things GLFW has (examples, tests, docs)
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set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL " " FORCE)
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set(GLFW_BUILD_TESTS OFF CACHE BOOL " " FORCE)
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set(GLFW_BUILD_DOCS OFF CACHE BOOL " " FORCE)
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# Now actually run cmake on the CMakeLists.txt file found inside of the GLFW directory
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add_subdirectory(ext/glfw)
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# Make a list of all the source files
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set(
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SOURCES
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src/HW2a.cpp
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ext/glad/src/glad.c
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)
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# Make a list of all the header files (optional-- only necessary to make them appear in IDE)
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set(
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INCLUDES
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src/ShaderStuff.hpp
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)
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# Make a list of all of the directories to look in when doing #include "whatever.h"
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set(
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INCLUDE_DIRS
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ext/
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ext/glfw/include
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ext/glad/include
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)
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set(
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LIBS
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glfw
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${OPENGL_LIBRARIES}
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)
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# Define what we are trying to produce here (an executable), as
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# well as what items are needed to create it (the header and source files)
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add_executable(${PROJECT_NAME} ${SOURCES} ${INCLUDES})
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# Tell cmake which directories to look in when you #include a file
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# Equivalent to the "-I" option for g++
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include_directories(${INCLUDE_DIRS})
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# Tell cmake which libraries to link to
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# Equivalent to the "-l" option for g++
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target_link_libraries(${PROJECT_NAME} PRIVATE ${LIBS})
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install(TARGETS ${PROJECT_NAME} DESTINATION bin)
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# For Visual Studio only
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if (MSVC)
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# Do a parallel compilation of this project
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target_compile_options(${PROJECT_NAME} PRIVATE "/MP")
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# Have this project be the default startup project (the one to build/run when hitting F5)
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set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${PROJECT_NAME})
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endif()
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# Set the minimum required version of cmake for this project
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cmake_minimum_required (VERSION 3.1)
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set(CMAKE_CXX_STANDARD 17)
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# Generate the `compile_commands.json` file.
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON CACHE INTERNAL "")
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if(CMAKE_EXPORT_COMPILE_COMMANDS)
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set(CMAKE_CXX_STANDARD_INCLUDE_DIRECTORIES
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${CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES})
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endif()
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# Create a project called 'HW2a'
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project(HW2a)
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# Define in the C++ code what the variable "SRC_DIR" should be equal to the current_path/src
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add_definitions( -DSRC_DIR="${CMAKE_CURRENT_SOURCE_DIR}/src" )
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find_package(spdlog REQUIRED)
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# Find OpenGL, and set link library names and include paths
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find_package(OpenGL REQUIRED)
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set(OPENGL_LIBRARIES ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY})
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set(OPENGL_INCLUDE_DIRS ${OPENGL_INCLUDE_DIR})
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include_directories(${OPENGL_INCLUDE_DIRS})
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# Also disable building some of the extra things GLFW has (examples, tests, docs)
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set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL " " FORCE)
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set(GLFW_BUILD_TESTS OFF CACHE BOOL " " FORCE)
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set(GLFW_BUILD_DOCS OFF CACHE BOOL " " FORCE)
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# Now actually run cmake on the CMakeLists.txt file found inside of the GLFW directory
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add_subdirectory(ext/glfw)
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# Make a list of all the source files
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set(
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SOURCES
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src/main.cpp
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src/controls.cpp
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src/util.cpp
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ext/glad/src/glad.c
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)
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# Make a list of all the header files (optional-- only necessary to make them appear in IDE)
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set(
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INCLUDES
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)
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# Make a list of all of the directories to look in when doing #include "whatever.h"
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set(
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INCLUDE_DIRS
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ext/
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ext/glfw/include
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ext/glad/include
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)
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set(
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LIBS
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glfw
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spdlog::spdlog
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${OPENGL_LIBRARIES}
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)
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# Define what we are trying to produce here (an executable), as
|
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# well as what items are needed to create it (the header and source files)
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add_executable(${PROJECT_NAME} ${SOURCES} ${INCLUDES})
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# Tell cmake which directories to look in when you #include a file
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# Equivalent to the "-I" option for g++
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include_directories(${INCLUDE_DIRS})
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|
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# Tell cmake which libraries to link to
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# Equivalent to the "-l" option for g++
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target_link_libraries(${PROJECT_NAME} PRIVATE ${LIBS})
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install(TARGETS ${PROJECT_NAME} DESTINATION bin)
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# For Visual Studio only
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if (MSVC)
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||||
# Do a parallel compilation of this project
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target_compile_options(${PROJECT_NAME} PRIVATE "/MP")
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# Have this project be the default startup project (the one to build/run when hitting F5)
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set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${PROJECT_NAME})
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endif()
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@ -1,4 +1,4 @@
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{ stdenv, cmake, ninja, libglvnd, libGLU, xorg }:
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{ stdenv, cmake, ninja, libglvnd, libGLU, xorg, spdlog }:
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stdenv.mkDerivation {
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name = "assignment-2a";
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xorg.libXinerama
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xorg.libXrandr
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xorg.libXrender
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spdlog
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];
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preBuild = ''
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60
assignment-2a/src/controls.cpp
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60
assignment-2a/src/controls.cpp
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#include "controls.h"
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#include "GLFW/glfw3.h"
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#include <spdlog/spdlog.h>
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void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mods) {
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int state = glfwGetKey(window, GLFW_KEY_E);
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// checks to see if the escape or q key was pressed
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if ((key == GLFW_KEY_ESCAPE || key == GLFW_KEY_Q) && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if ((mods & GLFW_MOD_CONTROL) > 0) {
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if (action == GLFW_PRESS) {
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ctrl_pressed = true;
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spdlog::debug("Press ctrl");
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} else if (action == GLFW_RELEASE) {
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ctrl_pressed = false;
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spdlog::debug("Release ctrl");
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}
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} else {
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}
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}
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void mouse_button_callback(GLFWwindow *window, int button, int action,
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int mods) {
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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}
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// Pressed the left mouse button, starting drag
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if (ctrl_pressed && button == GLFW_MOUSE_BUTTON_LEFT &&
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action == GLFW_PRESS) {
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is_dragging = true;
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drag_start_x = mouse_x;
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drag_start_y = mouse_y;
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spdlog::debug("Start drag at ({}, {})!", drag_start_x, drag_start_y);
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}
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// Check which mouse button triggered the event, e.g. GLFW_MOUSE_BUTTON_LEFT,
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// etc. and what the button action was, e.g. GLFW_PRESS, GLFW_RELEASE, etc.
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// (Note that ordinary trackpad click = mouse left button)
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// Also check if any modifier keys were active at the time of the button
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// press, e.g. GLFW_MOD_ALT, etc. Take the appropriate action, which could
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// (optionally) also include changing the cursor's appearance
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}
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void cursor_pos_callback(GLFWwindow *window, double xpos, double ypos) {
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// determine the direction of the mouse or cursor motion
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// update the current mouse or cursor location
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mouse_x = xpos;
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mouse_y = ypos;
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// (necessary to quantify the amount and direction of cursor motion)
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// take the appropriate action
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if (is_dragging) {
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}
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}
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25
assignment-2a/src/controls.h
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25
assignment-2a/src/controls.h
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#ifndef PERIPHERALS_H_
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#define PERIPHERALS_H_
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#include "GLFW/glfw3.h"
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extern GLdouble mouse_x, mouse_y;
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extern GLfloat M[16];
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extern bool is_dragging, ctrl_pressed;
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extern GLdouble drag_start_x, drag_start_y;
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// function that is called whenever a keyboard event occurs; defines how
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// keyboard input will be handled
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void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mods);
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// function that is called whenever a mouse or trackpad button press event
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// occurs
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void mouse_button_callback(GLFWwindow *window, int button, int action,
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int mods);
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// function that is called whenever a cursor motion event occurs
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void cursor_pos_callback(GLFWwindow *window, double xpos, double ypos);
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#endif
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// fragment shader template
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#version 150
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in vec4 vcolor;
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out vec4 color;
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void main()
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{
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color = vcolor; // set output color to interpolated color from vshader
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}
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#version 150
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in vec4 vcolor;
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out vec4 color;
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void main() {
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color = vcolor; // set output color to interpolated color from vshader
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}
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// Skeleton code for hw2a
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// Based on example code from: Interactive Computer Graphics: A Top-Down
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// Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
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#include <iostream>
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#include <math.h>
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#include <sstream>
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#include <stdio.h>
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#include <stdlib.h>
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#define DEBUG_ON \
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0 // repetitive of the debug flag in the shader loading code, included here
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// for clarity only
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// This file contains the code that reads the shaders from their files and
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// compiles them
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#include "ShaderStuff.hpp"
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//----------------------------------------------------------------------------
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// initialize some basic structure types
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typedef struct {
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GLfloat x, y;
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} FloatType2D;
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typedef struct {
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GLfloat r, g, b;
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} ColorType3D;
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GLfloat M[16]; // general transformation matrix
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// define some assorted global variables, to make life easier
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GLint m_location;
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GLdouble mouse_x, mouse_y;
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GLint window_width = 500;
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GLint window_height = 500;
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GLdouble pi = 4.0 * atan(1.0);
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GLFWcursor *hand_cursor, *arrow_cursor; // some different cursors
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GLint NVERTICES = 9; // part of the hard-coded model
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//----------------------------------------------------------------------------
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// function that is called whenever an error occurs
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static void error_callback(int error, const char *description) {
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fputs(description, stderr); // write the error description to stderr
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}
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//----------------------------------------------------------------------------
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// function that is called whenever a keyboard event occurs; defines how
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// keyboard input will be handled
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static void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mods) {
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if (key == GLFW_KEY_ESCAPE &&
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action == GLFW_PRESS) // checks to see if the escape key was pressed
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glfwSetWindowShouldClose(window, GL_TRUE); // closes the window
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}
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//----------------------------------------------------------------------------
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// function that is called whenever a mouse or trackpad button press event
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// occurs
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static void mouse_button_callback(GLFWwindow *window, int button, int action,
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int mods) {
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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// Check which mouse button triggered the event, e.g. GLFW_MOUSE_BUTTON_LEFT,
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// etc. and what the button action was, e.g. GLFW_PRESS, GLFW_RELEASE, etc.
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// (Note that ordinary trackpad click = mouse left button)
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// Also check if any modifier keys were active at the time of the button
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// press, e.g. GLFW_MOD_ALT, etc. Take the appropriate action, which could
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// (optionally) also include changing the cursor's appearance
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}
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//----------------------------------------------------------------------------
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// function that is called whenever a cursor motion event occurs
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static void cursor_pos_callback(GLFWwindow *window, double xpos, double ypos) {
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// determine the direction of the mouse or cursor motion
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// update the current mouse or cursor location
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// (necessary to quantify the amount and direction of cursor motion)
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// take the appropriate action
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}
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//----------------------------------------------------------------------------
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void init(void) {
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ColorType3D colors[NVERTICES];
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FloatType2D vertices[NVERTICES];
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GLuint vao[1], buffer, program, location1, location2;
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// set up some hard-coded colors and geometry
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// this part can be customized to read in an object description from a file
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colors[0].r = 1;
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colors[0].g = 1;
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colors[0].b = 1; // white
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colors[1].r = 1;
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colors[1].g = 0;
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colors[1].b = 0; // red
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colors[2].r = 1;
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colors[2].g = 0;
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colors[2].b = 0; // red
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colors[3].r = 1;
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colors[3].g = 1;
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colors[3].b = 1; // white
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colors[4].r = 0;
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colors[4].g = 0;
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colors[4].b = 1; // blue
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colors[5].r = 0;
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colors[5].g = 0;
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colors[5].b = 1; // blue
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colors[6].r = 1;
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colors[6].g = 1;
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colors[6].b = 1; // white
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colors[7].r = 0;
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colors[7].g = 1;
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colors[7].b = 1; // cyan
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colors[8].r = 0;
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colors[8].g = 1;
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colors[8].b = 1; // cyan
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vertices[0].x = 0;
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vertices[0].y = 0.25; // center
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vertices[1].x = 0.25;
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vertices[1].y = 0.5; // upper right
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vertices[2].x = -0.25;
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vertices[2].y = 0.5; // upper left
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vertices[3].x = 0;
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vertices[3].y = 0.25; // center (again)
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vertices[4].x = 0.25;
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vertices[4].y = -0.5; // low-lower right
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vertices[5].x = 0.5;
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vertices[5].y = -0.25; // mid-lower right
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vertices[6].x = 0;
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vertices[6].y = 0.25; // center (again)
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vertices[7].x = -0.5;
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vertices[7].y = -0.25; // low-lower left
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vertices[8].x = -0.25;
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vertices[8].y = -0.5; // mid-lower left
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// Create and bind a vertex array object
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glGenVertexArrays(1, vao);
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glBindVertexArray(vao[0]);
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// Create and initialize a buffer object large enough to hold both vertex
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// position and color data
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(colors), vertices,
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GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
|
||||
|
||||
// Define the names of the shader files
|
||||
std::stringstream vshader, fshader;
|
||||
vshader << SRC_DIR << "/vshader2a.glsl";
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||||
fshader << SRC_DIR << "/fshader2a.glsl";
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||||
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||||
// Load the shaders and use the resulting shader program
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program = InitShader(vshader.str().c_str(), fshader.str().c_str());
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// Determine locations of the necessary attributes and matrices used in the
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||||
// vertex shader
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||||
location1 = glGetAttribLocation(program, "vertex_position");
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glEnableVertexAttribArray(location1);
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glVertexAttribPointer(location1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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||||
location2 = glGetAttribLocation(program, "vertex_color");
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glEnableVertexAttribArray(location2);
|
||||
glVertexAttribPointer(location2, 3, GL_FLOAT, GL_FALSE, 0,
|
||||
BUFFER_OFFSET(sizeof(vertices)));
|
||||
m_location = glGetUniformLocation(program, "M");
|
||||
|
||||
// Define static OpenGL state variables
|
||||
glClearColor(1.0, 1.0, 1.0, 1.0); // white, opaque background
|
||||
|
||||
// Define some GLFW cursors (in case you want to dynamically change the
|
||||
// cursor's appearance) If you want, you can add more cursors, or even define
|
||||
// your own cursor appearance
|
||||
arrow_cursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
hand_cursor = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
|
||||
int i;
|
||||
GLFWwindow *window;
|
||||
|
||||
// Define the error callback function
|
||||
glfwSetErrorCallback(error_callback);
|
||||
|
||||
// Initialize GLFW (performs platform-specific initialization)
|
||||
if (!glfwInit())
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
// Ask for OpenGL 3.2
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
|
||||
// Use GLFW to open a window within which to display your graphics
|
||||
window = glfwCreateWindow(window_width, window_height, "HW2a", NULL, NULL);
|
||||
|
||||
// Verify that the window was successfully created; if not, print error
|
||||
// message and terminate
|
||||
if (!window) {
|
||||
printf("GLFW failed to create window; terminating\n");
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window); // makes the newly-created context current
|
||||
|
||||
// Load all OpenGL functions (needed if using Windows)
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
printf("gladLoadGLLoader failed; terminating\n");
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwSwapInterval(
|
||||
1); // tells the system to wait for the rendered frame to finish updating
|
||||
// before swapping buffers; can help to avoid tearing
|
||||
|
||||
// Define the keyboard callback function
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
// Define the mouse button callback function
|
||||
glfwSetMouseButtonCallback(window, mouse_button_callback);
|
||||
// Define the mouse motion callback function
|
||||
glfwSetCursorPosCallback(window, cursor_pos_callback);
|
||||
|
||||
// Create the shaders and perform other one-time initializations
|
||||
init();
|
||||
|
||||
// event loop
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
|
||||
// fill/re-fill the window with the background color
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// define/re-define the modelview matrix. In this template, we define M to
|
||||
// be the identity matrix; you will need define M according to the user's
|
||||
// actions.
|
||||
for (i = 0; i < 16; i++) {
|
||||
M[i] = (i % 5 == 0);
|
||||
}
|
||||
|
||||
// sanity check that your matrix contents are what you expect them to be
|
||||
if (DEBUG_ON)
|
||||
printf("M = [%f %f %f %f\n %f %f %f %f\n %f %f %f %f\n %f %f "
|
||||
"%f %f]\n",
|
||||
M[0], M[4], M[8], M[12], M[1], M[5], M[9], M[13], M[2], M[6],
|
||||
M[10], M[14], M[3], M[7], M[11], M[15]);
|
||||
|
||||
glUniformMatrix4fv(
|
||||
m_location, 1, GL_FALSE,
|
||||
M); // send the updated model transformation matrix to the GPU
|
||||
glDrawArrays(
|
||||
GL_TRIANGLES, 0,
|
||||
NVERTICES); // draw a triangle between the first vertex and each
|
||||
// successive vertex pair in the hard-coded model
|
||||
glFlush(); // ensure that all OpenGL calls have executed before swapping
|
||||
// buffers
|
||||
|
||||
glfwSwapBuffers(window); // swap buffers
|
||||
glfwWaitEvents(); // wait for a new event before re-drawing
|
||||
|
||||
} // end graphics loop
|
||||
|
||||
// Clean up
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate(); // destroys any remaining objects, frees resources allocated
|
||||
// by GLFW
|
||||
exit(EXIT_SUCCESS);
|
||||
|
||||
} // end main
|
||||
// Skeleton code for hw2a
|
||||
// Based on example code from: Interactive Computer Graphics: A Top-Down
|
||||
// Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
|
||||
|
||||
#include <fmt/core.h>
|
||||
#include <fmt/format.h>
|
||||
#include <iostream>
|
||||
#include <math.h>
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <sstream>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#define DEBUG_ON \
|
||||
0 // repetitive of the debug flag in the shader loading code, included here
|
||||
// for clarity only
|
||||
|
||||
#include "shaders.h"
|
||||
|
||||
#include "controls.h"
|
||||
#include "util.h"
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// initialize some basic structure types
|
||||
typedef struct {
|
||||
GLfloat x, y;
|
||||
} FloatType2D;
|
||||
|
||||
typedef struct {
|
||||
GLfloat r, g, b;
|
||||
} ColorType3D;
|
||||
|
||||
GLfloat M[16]; // general transformation matrix
|
||||
|
||||
// define some assorted global variables, to make life easier
|
||||
GLint m_location;
|
||||
GLdouble mouse_x, mouse_y;
|
||||
GLint window_width = 500;
|
||||
GLint window_height = 500;
|
||||
GLdouble pi = 4.0 * atan(1.0);
|
||||
|
||||
bool is_dragging = false;
|
||||
bool ctrl_pressed = false;
|
||||
GLdouble drag_start_x, drag_start_y;
|
||||
|
||||
double figure_x, figure_y, figure_z;
|
||||
|
||||
GLFWcursor *hand_cursor, *arrow_cursor; // some different cursors
|
||||
|
||||
GLint NVERTICES = 9; // part of the hard-coded model
|
||||
|
||||
void init(void) {
|
||||
ColorType3D colors[NVERTICES];
|
||||
FloatType2D vertices[NVERTICES];
|
||||
GLuint vao[1], buffer, program, location1, location2;
|
||||
|
||||
// set up some hard-coded colors and geometry
|
||||
// this part can be customized to read in an object description from a file
|
||||
colors[0].r = 1;
|
||||
colors[0].g = 1;
|
||||
colors[0].b = 1; // white
|
||||
colors[1].r = 1;
|
||||
colors[1].g = 0;
|
||||
colors[1].b = 0; // red
|
||||
colors[2].r = 1;
|
||||
colors[2].g = 0;
|
||||
colors[2].b = 0; // red
|
||||
colors[3].r = 1;
|
||||
colors[3].g = 1;
|
||||
colors[3].b = 1; // white
|
||||
colors[4].r = 0;
|
||||
colors[4].g = 0;
|
||||
colors[4].b = 1; // blue
|
||||
colors[5].r = 0;
|
||||
colors[5].g = 0;
|
||||
colors[5].b = 1; // blue
|
||||
colors[6].r = 1;
|
||||
colors[6].g = 1;
|
||||
colors[6].b = 1; // white
|
||||
colors[7].r = 0;
|
||||
colors[7].g = 1;
|
||||
colors[7].b = 1; // cyan
|
||||
colors[8].r = 0;
|
||||
colors[8].g = 1;
|
||||
colors[8].b = 1; // cyan
|
||||
|
||||
vertices[0].x = 0;
|
||||
vertices[0].y = 0.25; // center
|
||||
vertices[1].x = 0.25;
|
||||
vertices[1].y = 0.5; // upper right
|
||||
vertices[2].x = -0.25;
|
||||
vertices[2].y = 0.5; // upper left
|
||||
vertices[3].x = 0;
|
||||
vertices[3].y = 0.25; // center (again)
|
||||
vertices[4].x = 0.25;
|
||||
vertices[4].y = -0.5; // low-lower right
|
||||
vertices[5].x = 0.5;
|
||||
vertices[5].y = -0.25; // mid-lower right
|
||||
vertices[6].x = 0;
|
||||
vertices[6].y = 0.25; // center (again)
|
||||
vertices[7].x = -0.5;
|
||||
vertices[7].y = -0.25; // low-lower left
|
||||
vertices[8].x = -0.25;
|
||||
vertices[8].y = -0.5; // mid-lower left
|
||||
|
||||
// Create and bind a vertex array object
|
||||
glGenVertexArrays(1, vao);
|
||||
glBindVertexArray(vao[0]);
|
||||
|
||||
// Create and initialize a buffer object large enough to hold both vertex
|
||||
// position and color data
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(colors), vertices,
|
||||
GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
|
||||
|
||||
// Define the names of the shader files
|
||||
string shader_dir = env("SHADER_DIR").value_or(SRC_DIR);
|
||||
string vshader = fmt::format("{}/vshader2a.glsl", shader_dir);
|
||||
string fshader = fmt::format("{}/fshader2a.glsl", shader_dir);
|
||||
spdlog::info("Shaders from: {}", shader_dir);
|
||||
|
||||
// Load the shaders and use the resulting shader program
|
||||
program = InitShader(vshader.c_str(), fshader.c_str());
|
||||
|
||||
// Determine locations of the necessary attributes and matrices used in the
|
||||
// vertex shader
|
||||
location1 = glGetAttribLocation(program, "vertex_position");
|
||||
glEnableVertexAttribArray(location1);
|
||||
glVertexAttribPointer(location1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
location2 = glGetAttribLocation(program, "vertex_color");
|
||||
glEnableVertexAttribArray(location2);
|
||||
glVertexAttribPointer(location2, 3, GL_FLOAT, GL_FALSE, 0,
|
||||
BUFFER_OFFSET(sizeof(vertices)));
|
||||
m_location = glGetUniformLocation(program, "M");
|
||||
|
||||
// Define static OpenGL state variables
|
||||
glClearColor(1.0, 1.0, 1.0, 1.0); // white, opaque background
|
||||
|
||||
// Define some GLFW cursors (in case you want to dynamically change the
|
||||
// cursor's appearance) If you want, you can add more cursors, or even define
|
||||
// your own cursor appearance
|
||||
arrow_cursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
hand_cursor = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
spdlog::set_level(spdlog::level::debug);
|
||||
|
||||
int i;
|
||||
GLFWwindow *window;
|
||||
|
||||
// Define the error callback function
|
||||
glfwSetErrorCallback(error_callback);
|
||||
|
||||
// Initialize GLFW (performs platform-specific initialization)
|
||||
if (!glfwInit())
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
// Ask for OpenGL 3.2
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
|
||||
// Use GLFW to open a window within which to display your graphics
|
||||
window = glfwCreateWindow(window_width, window_height, "HW2a", NULL, NULL);
|
||||
|
||||
// Verify that the window was successfully created; if not, print error
|
||||
// message and terminate
|
||||
if (!window) {
|
||||
printf("GLFW failed to create window; terminating\n");
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window); // makes the newly-created context current
|
||||
|
||||
// Load all OpenGL functions (needed if using Windows)
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
printf("gladLoadGLLoader failed; terminating\n");
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// tells the system to wait for the rendered frame to finish updating
|
||||
// before swapping buffers; can help to avoid tearing
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// Define the keyboard callback function
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
// Define the mouse button callback function
|
||||
glfwSetMouseButtonCallback(window, mouse_button_callback);
|
||||
// Define the mouse motion callback function
|
||||
glfwSetCursorPosCallback(window, cursor_pos_callback);
|
||||
|
||||
// Create the shaders and perform other one-time initializations
|
||||
spdlog::info("Initializing...");
|
||||
init();
|
||||
|
||||
// event loop
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
|
||||
// fill/re-fill the window with the background color
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// define/re-define the modelview matrix. In this template, we define M to
|
||||
// be the identity matrix; you will need define M according to the user's
|
||||
// actions.
|
||||
for (i = 0; i < 16; i++) {
|
||||
M[i] = (i % 5 == 0);
|
||||
}
|
||||
|
||||
// sanity check that your matrix contents are what you expect them to be
|
||||
spdlog::debug(
|
||||
"M = [{} {} {} {}\n {} {} {} {}\n {} {} {} {}\n {} {} "
|
||||
"{} {}]\n",
|
||||
M[0], M[4], M[8], M[12], M[1], M[5], M[9], M[13], M[2], M[6], M[10],
|
||||
M[14], M[3], M[7], M[11], M[15]);
|
||||
|
||||
// send the updated model transformation matrix to the GPU
|
||||
glUniformMatrix4fv(m_location, 1, GL_FALSE, M);
|
||||
|
||||
// draw a triangle between the first vertex and each
|
||||
// successive vertex pair in the hard-coded model
|
||||
glDrawArrays(GL_TRIANGLES, 0, NVERTICES);
|
||||
|
||||
// ensure that all OpenGL calls have executed before swapping
|
||||
// buffers
|
||||
glFlush();
|
||||
|
||||
glfwSwapBuffers(window); // swap buffers
|
||||
glfwWaitEvents(); // wait for a new event before re-drawing
|
||||
|
||||
} // end graphics loop
|
||||
|
||||
// Clean up
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate(); // destroys any remaining objects, frees resources allocated
|
||||
// by GLFW
|
||||
exit(EXIT_SUCCESS);
|
||||
|
||||
} // end main
|
|
@ -1,147 +1,149 @@
|
|||
#include <string>
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
// Basic OpenGL program
|
||||
// Based on example code from: Interactive Computer Graphics: A Top-Down
|
||||
// Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
|
||||
|
||||
#ifndef SHADERSTUFF
|
||||
#define SHADERSTUFF 1
|
||||
|
||||
#define DEBUG_ON 0
|
||||
#define BUFFER_OFFSET(bytes) ((GLvoid *)(bytes))
|
||||
|
||||
// Create a NULL-terminated string by reading the provided file
|
||||
static char *readShaderSource(const char *shaderFile) {
|
||||
FILE *fp;
|
||||
long length, count;
|
||||
char *buffer;
|
||||
// struct stat fileinfo;
|
||||
|
||||
// open the file containing the text of the shader code
|
||||
fp = fopen(shaderFile, "rb");
|
||||
|
||||
// check for errors in opening the file
|
||||
if (fp == NULL) {
|
||||
printf("can't open shader source file %s\n", shaderFile);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// determine the file size
|
||||
fseek(fp, 0, SEEK_END); // move position indicator to the end of the file;
|
||||
length = ftell(fp); // return the value of the current position
|
||||
if (DEBUG_ON)
|
||||
fprintf(stdout, "length in bytes of shader file: %ld\n", length);
|
||||
|
||||
// allocate a buffer with the indicated number of bytes, plus one
|
||||
buffer = new char[length + 1];
|
||||
|
||||
// read the appropriate number of bytes from the file
|
||||
fseek(fp, 0, SEEK_SET); // move position indicator to the start of the file
|
||||
count = fread(buffer, 1, length, fp); // read all of the bytes
|
||||
if (DEBUG_ON)
|
||||
fprintf(stdout, "count of bytes successfully read: %ld\n", count);
|
||||
|
||||
// append a NULL character to indicate the end of the string
|
||||
buffer[count] = '\0'; // because on some systems, count != length
|
||||
|
||||
// close the file
|
||||
fclose(fp);
|
||||
|
||||
// return the string
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// Create a GLSL program object from vertex and fragment shader files
|
||||
GLuint InitShader(const char *vShaderFileName, const char *fShaderFileName) {
|
||||
GLuint vertex_shader, fragment_shader;
|
||||
GLuint program;
|
||||
|
||||
// check GLSL version
|
||||
if (DEBUG_ON)
|
||||
printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
|
||||
// Create shader handlers
|
||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read source code from file
|
||||
std::string vs_text = readShaderSource(vShaderFileName);
|
||||
std::string fs_text = readShaderSource(fShaderFileName);
|
||||
|
||||
// error check
|
||||
if (vs_text == "") {
|
||||
printf("Failed to read from vertex shader file %s\n", vShaderFileName);
|
||||
exit(1);
|
||||
} else if (DEBUG_ON) {
|
||||
printf("read shader code:\n%s\n", vs_text.c_str());
|
||||
}
|
||||
if (fs_text == "") {
|
||||
printf("Failed to read from fragment shader file %s\n", fShaderFileName);
|
||||
exit(1);
|
||||
} else if (DEBUG_ON) {
|
||||
printf("read shader code:\n%s\n", fs_text.c_str());
|
||||
}
|
||||
|
||||
// Set shader source
|
||||
const char *vv = vs_text.c_str();
|
||||
const char *ff = fs_text.c_str();
|
||||
glShaderSource(vertex_shader, 1, &vv, NULL);
|
||||
glShaderSource(fragment_shader, 1, &ff, NULL);
|
||||
|
||||
// Compile shaders
|
||||
glCompileShader(vertex_shader);
|
||||
glCompileShader(fragment_shader);
|
||||
|
||||
// Check for errors in compiling shaders
|
||||
GLint compiled;
|
||||
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (!compiled) {
|
||||
printf("vertex_shader failed to compile\n");
|
||||
if (DEBUG_ON) {
|
||||
GLint logMaxSize, logLength;
|
||||
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
|
||||
printf("printing error message of %d bytes\n", logMaxSize);
|
||||
char *logMsg = new char[logMaxSize];
|
||||
glGetShaderInfoLog(vertex_shader, logMaxSize, &logLength, logMsg);
|
||||
printf("%d bytes retrieved\n", logLength);
|
||||
printf("error message: %s\n", logMsg);
|
||||
delete[] logMsg;
|
||||
}
|
||||
exit(1);
|
||||
}
|
||||
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (!compiled) {
|
||||
printf("fragment_shader failed to compile\n");
|
||||
if (DEBUG_ON) {
|
||||
GLint logMaxSize, logLength;
|
||||
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
|
||||
printf("printing error message of %d bytes\n", logMaxSize);
|
||||
char *logMsg = new char[logMaxSize];
|
||||
glGetShaderInfoLog(fragment_shader, logMaxSize, &logLength, logMsg);
|
||||
printf("%d bytes retrieved\n", logLength);
|
||||
printf("error message: %s\n", logMsg);
|
||||
delete[] logMsg;
|
||||
}
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Create the program
|
||||
program = glCreateProgram();
|
||||
|
||||
// Attach shaders to program
|
||||
glAttachShader(program, vertex_shader);
|
||||
glAttachShader(program, fragment_shader);
|
||||
|
||||
// Link and set program to use
|
||||
glLinkProgram(program);
|
||||
glUseProgram(program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
#endif
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <string>
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "glad/glad.h"
|
||||
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
// Basic OpenGL program
|
||||
// Based on example code from: Interactive Computer Graphics: A Top-Down
|
||||
// Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
|
||||
|
||||
#ifndef SHADERSTUFF
|
||||
#define SHADERSTUFF 1
|
||||
|
||||
#define DEBUG_ON 0
|
||||
#define BUFFER_OFFSET(bytes) ((GLvoid *)(bytes))
|
||||
|
||||
// Create a NULL-terminated string by reading the provided file
|
||||
static char *readShaderSource(const char *shaderFile) {
|
||||
FILE *fp;
|
||||
long length, count;
|
||||
char *buffer;
|
||||
// struct stat fileinfo;
|
||||
|
||||
// open the file containing the text of the shader code
|
||||
fp = fopen(shaderFile, "rb");
|
||||
|
||||
// check for errors in opening the file
|
||||
if (fp == NULL) {
|
||||
spdlog::info(":skull: can't open shader source file {}", shaderFile);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// determine the file size
|
||||
fseek(fp, 0, SEEK_END); // move position indicator to the end of the file;
|
||||
length = ftell(fp); // return the value of the current position
|
||||
if (DEBUG_ON)
|
||||
fprintf(stdout, "length in bytes of shader file: %ld\n", length);
|
||||
|
||||
// allocate a buffer with the indicated number of bytes, plus one
|
||||
buffer = new char[length + 1];
|
||||
|
||||
// read the appropriate number of bytes from the file
|
||||
fseek(fp, 0, SEEK_SET); // move position indicator to the start of the file
|
||||
count = fread(buffer, 1, length, fp); // read all of the bytes
|
||||
if (DEBUG_ON)
|
||||
fprintf(stdout, "count of bytes successfully read: %ld\n", count);
|
||||
|
||||
// append a NULL character to indicate the end of the string
|
||||
buffer[count] = '\0'; // because on some systems, count != length
|
||||
|
||||
// close the file
|
||||
fclose(fp);
|
||||
|
||||
// return the string
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// Create a GLSL program object from vertex and fragment shader files
|
||||
GLuint InitShader(const char *vShaderFileName, const char *fShaderFileName) {
|
||||
GLuint vertex_shader, fragment_shader;
|
||||
GLuint program;
|
||||
|
||||
// check GLSL version
|
||||
if (DEBUG_ON)
|
||||
printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
|
||||
// Create shader handlers
|
||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read source code from file
|
||||
std::string vs_text = readShaderSource(vShaderFileName);
|
||||
std::string fs_text = readShaderSource(fShaderFileName);
|
||||
|
||||
// error check
|
||||
if (vs_text == "") {
|
||||
printf("Failed to read from vertex shader file %s\n", vShaderFileName);
|
||||
exit(1);
|
||||
} else if (DEBUG_ON) {
|
||||
printf("read shader code:\n%s\n", vs_text.c_str());
|
||||
}
|
||||
if (fs_text == "") {
|
||||
printf("Failed to read from fragment shader file %s\n", fShaderFileName);
|
||||
exit(1);
|
||||
} else if (DEBUG_ON) {
|
||||
printf("read shader code:\n%s\n", fs_text.c_str());
|
||||
}
|
||||
|
||||
// Set shader source
|
||||
const char *vv = vs_text.c_str();
|
||||
const char *ff = fs_text.c_str();
|
||||
glShaderSource(vertex_shader, 1, &vv, NULL);
|
||||
glShaderSource(fragment_shader, 1, &ff, NULL);
|
||||
|
||||
// Compile shaders
|
||||
glCompileShader(vertex_shader);
|
||||
glCompileShader(fragment_shader);
|
||||
|
||||
// Check for errors in compiling shaders
|
||||
GLint compiled;
|
||||
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (!compiled) {
|
||||
printf("vertex_shader failed to compile\n");
|
||||
if (DEBUG_ON) {
|
||||
GLint logMaxSize, logLength;
|
||||
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
|
||||
printf("printing error message of %d bytes\n", logMaxSize);
|
||||
char *logMsg = new char[logMaxSize];
|
||||
glGetShaderInfoLog(vertex_shader, logMaxSize, &logLength, logMsg);
|
||||
printf("%d bytes retrieved\n", logLength);
|
||||
printf("error message: %s\n", logMsg);
|
||||
delete[] logMsg;
|
||||
}
|
||||
exit(1);
|
||||
}
|
||||
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (!compiled) {
|
||||
printf("fragment_shader failed to compile\n");
|
||||
if (DEBUG_ON) {
|
||||
GLint logMaxSize, logLength;
|
||||
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &logMaxSize);
|
||||
printf("printing error message of %d bytes\n", logMaxSize);
|
||||
char *logMsg = new char[logMaxSize];
|
||||
glGetShaderInfoLog(fragment_shader, logMaxSize, &logLength, logMsg);
|
||||
printf("%d bytes retrieved\n", logLength);
|
||||
printf("error message: %s\n", logMsg);
|
||||
delete[] logMsg;
|
||||
}
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Create the program
|
||||
program = glCreateProgram();
|
||||
|
||||
// Attach shaders to program
|
||||
glAttachShader(program, vertex_shader);
|
||||
glAttachShader(program, fragment_shader);
|
||||
|
||||
// Link and set program to use
|
||||
glLinkProgram(program);
|
||||
glUseProgram(program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
#endif
|
13
assignment-2a/src/util.cpp
Normal file
13
assignment-2a/src/util.cpp
Normal file
|
@ -0,0 +1,13 @@
|
|||
#include "util.h"
|
||||
#include <spdlog/spdlog.h>
|
||||
|
||||
optional<string> env(string ident) {
|
||||
char *result = getenv(ident.c_str());
|
||||
if (!result)
|
||||
return {};
|
||||
return string(result);
|
||||
}
|
||||
|
||||
void error_callback(int error, const char *description) {
|
||||
spdlog::error("{}", description);
|
||||
}
|
12
assignment-2a/src/util.h
Normal file
12
assignment-2a/src/util.h
Normal file
|
@ -0,0 +1,12 @@
|
|||
#ifndef UTIL_H_
|
||||
#define UTIL_H_
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
|
||||
using namespace std;
|
||||
|
||||
optional<string> env(string ident);
|
||||
void error_callback(int error, const char *description);
|
||||
|
||||
#endif
|
|
@ -1,12 +1,12 @@
|
|||
// vertex shader template
|
||||
|
||||
#version 150
|
||||
in vec4 vertex_position;
|
||||
in vec4 vertex_color;
|
||||
out vec4 vcolor;
|
||||
uniform mat4 M;
|
||||
|
||||
void main() {
|
||||
gl_Position = M*vertex_position; // update vertex position using M
|
||||
vcolor = vertex_color; // pass vertex color to fragment shader
|
||||
}
|
||||
|
||||
#version 150
|
||||
in vec4 vertex_position;
|
||||
in vec4 vertex_color;
|
||||
out vec4 vcolor;
|
||||
uniform mat4 M;
|
||||
|
||||
void main() {
|
||||
gl_Position = M * vertex_position; // update vertex position using M
|
||||
vcolor = vertex_color; // pass vertex color to fragment shader
|
||||
}
|
||||
|
|
|
@ -31,12 +31,13 @@
|
|||
cargo-watch
|
||||
clang-tools
|
||||
cmake
|
||||
dos2unix
|
||||
imagemagick
|
||||
linuxPackages_latest.perf
|
||||
ninja
|
||||
pandoc
|
||||
poppler_utils
|
||||
texlive.combined.scheme-full
|
||||
ninja
|
||||
unzip
|
||||
zip
|
||||
|
||||
|
@ -62,6 +63,7 @@
|
|||
xorg.libXinerama
|
||||
xorg.libXrandr
|
||||
xorg.libXrender
|
||||
spdlog
|
||||
]);
|
||||
};
|
||||
});
|
||||
|
|
Loading…
Reference in a new issue