From: Daniel Karbach Date: Wed, 11 Feb 2015 23:07:49 +0000 (+0100) Subject: moved some stuff around X-Git-Url: http://git.localhorst.tv/?a=commitdiff_plain;h=b314df303ffedbd6d2e81872908d12fc9712801a;hp=918b4955c28fad1836a57ab3e9e033448144996c;p=blank.git moved some stuff around --- diff --git a/src/app.cpp b/src/app.cpp new file mode 100644 index 0000000..d54e8df --- /dev/null +++ b/src/app.cpp @@ -0,0 +1,144 @@ +#include "app.hpp" + +#include +#include + + +namespace { + +constexpr GLfloat vtx_coords[] = { + -1.0f, -1.0f, -1.0f, + 1.0f, -1.0f, -1.0f, + 0.0f, 1.0f, -1.0f, +}; + +} + +namespace blank { + +Application::Application() +: init_sdl() +, init_gl() +, window() +, ctx(window.CreateContext()) +, init_glew() +, program() +, vtx_buf(0) +, mvp() +, mvp_handle(0) +, running(false) { + GLContext::EnableVSync(); + program.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + "layout(location = 0) in vec3 vertexPosition_modelspace;\n" + "uniform mat4 MVP;\n" + "void main() {\n" + "vec4 v = vec4(vertexPosition_modelspace, 1);\n" + "gl_Position = MVP * v;\n" + "}\n" + ); + program.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + "out vec3 color;\n" + "void main() {\n" + "color = vec3(1, 1, 1);\n" + "}\n" + ); + program.Link(); + if (!program.Linked()) { + program.Log(std::cerr); + throw std::runtime_error("link program"); + } + + GLuint VertexArrayID; + glGenVertexArrays(1, &VertexArrayID); + glBindVertexArray(VertexArrayID); + + glGenBuffers(1, &vtx_buf); + glBindBuffer(GL_ARRAY_BUFFER, vtx_buf); + glBufferData(GL_ARRAY_BUFFER, sizeof(vtx_coords), vtx_coords, GL_STATIC_DRAW); + + glm::mat4 projection = glm::perspective( + 45.0f, // FOV in degrees + 1.0f, // aspect ratio + 0.1f, // near clip + 100.0f // far clip + ); + glm::mat4 view = glm::lookAt( + glm::vec3(0, 0, 0), // observer + glm::vec3(0, 0, -1), // target + glm::vec3(0, 1, 0) // up + ); + glm::mat4 model(1.0f); // identity: no transformation + mvp = projection * view * model; + + mvp_handle = program.UniformLocation("MVP"); + + glClearColor(0.0, 0.0, 0.0, 1.0); +} + +Application::~Application() { + +} + + +void Application::Run() { + running = true; + Uint32 last = SDL_GetTicks(); + while (running) { + Uint32 now = SDL_GetTicks(); + int delta = now - last; + Loop(delta); + last = now; + } +} + +void Application::Loop(int dt) { + HandleEvents(); + Render(); +} + + +void Application::HandleEvents() { + SDL_Event event; + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_QUIT: + running = false; + break; + default: + break; + } + } +} + +void Application::Render() { + glClear(GL_COLOR_BUFFER_BIT); + + program.Use(); + + glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]); + + glEnableVertexAttribArray(0); + glBindBuffer(GL_ARRAY_BUFFER, vtx_buf); + glVertexAttribPointer( + 0, // attribute 0 (for shader) + 3, // size + GL_FLOAT, // type + GL_FALSE, // normalized + 0, // stride + nullptr // offset + ); + glDrawArrays( + GL_TRIANGLES, // how + 0, // start + 3 // len + ); + glDisableVertexAttribArray(0); + + window.Flip(); +} + +} diff --git a/src/app.hpp b/src/app.hpp new file mode 100644 index 0000000..9ec5f1f --- /dev/null +++ b/src/app.hpp @@ -0,0 +1,46 @@ +#ifndef BLANK_APP_HPP_ +#define BLANK_APP_HPP_ + +#include +#include + +#include "init.hpp" +#include "shader.hpp" + + +namespace blank { + +class Application { + +public: + Application(); + ~Application(); + + Application(const Application &) = delete; + Application &operator =(const Application &) = delete; + + void Run(); + void Loop(int dt); + + void HandleEvents(); + void Render(); + +private: + InitSDL init_sdl; + InitGL init_gl; + Window window; + GLContext ctx; + InitGLEW init_glew; + Program program; + + GLuint vtx_buf; + glm::mat4 mvp; + GLuint mvp_handle; + + bool running; + +}; + +} + +#endif diff --git a/src/main.cpp b/src/main.cpp index 33071f1..06771fe 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,156 +1,12 @@ -#include -#include -#include -#include -#include +#include "app.hpp" -#include "init.hpp" -#include "shader.hpp" - -using namespace std; using namespace blank; -constexpr GLfloat vtx_coords[] = { - -1.0f, -1.0f, -1.0f, - 1.0f, -1.0f, -1.0f, - 0.0f, 1.0f, -1.0f, -}; - - int main(int argc, char *argv[]) { - InitSDL init_sdl; - InitGL init_gl; - Window window; - - GLContext ctx = window.CreateContext(); - InitGLEW init_glew; - GLContext::EnableVSync(); - - - Shader vtx_shader(GL_VERTEX_SHADER); - vtx_shader.Source( - "#version 330 core\n" - "layout(location = 0) in vec3 vertexPosition_modelspace;\n" - "uniform mat4 MVP;\n" - "void main() {\n" - "vec4 v = vec4(vertexPosition_modelspace, 1);\n" - "gl_Position = MVP * v;\n" - "}\n" - ); - vtx_shader.Compile(); - - if (!vtx_shader.Compiled()) { - cerr << "vertex shader compile error" << endl; - vtx_shader.Log(cerr); - return 4; - } - - Shader frag_shader(GL_FRAGMENT_SHADER); - frag_shader.Source( - "#version 330 core\n" - "out vec3 color;\n" - "void main() {\n" - "color = vec3(1, 1, 1);\n" - "}\n" - ); - frag_shader.Compile(); - - if (!frag_shader.Compiled()) { - cerr << "fragment shader compile error" << endl; - frag_shader.Log(cerr); - return 4; - } - - - Program program; - program.Attach(vtx_shader); - program.Attach(frag_shader); - program.Link(); - - if (!program.Linked()) { - cerr << "program link error" << endl; - program.Log(cerr); - return 4; - } - - - GLuint VertexArrayID; - glGenVertexArrays(1, &VertexArrayID); - glBindVertexArray(VertexArrayID); - - - GLuint vtx_buf; - glGenBuffers(1, &vtx_buf); - glBindBuffer(GL_ARRAY_BUFFER, vtx_buf); - glBufferData(GL_ARRAY_BUFFER, sizeof(vtx_coords), vtx_coords, GL_STATIC_DRAW); - - - glm::mat4 projection = glm::perspective( - 45.0f, // FOV in degrees - 1.0f, // aspect ratio - 0.1f, // near clip - 100.0f // far clip - ); - glm::mat4 view = glm::lookAt( - glm::vec3(0, 0, 0), // observer - glm::vec3(0, 0, -1), // target - glm::vec3(0, 1, 0) // up - ); - glm::mat4 model(1.0f); // identity: no transformation - glm::mat4 mvp = projection * view * model; - - GLuint mvp_id = program.UniformLocation("MVP"); - - - glClearColor(0.0, 0.0, 0.0, 1.0); - - - bool running = true; - Uint32 last = SDL_GetTicks(); - while (running) { - Uint32 now = SDL_GetTicks(); - int delta = now - last; - - SDL_Event event; - while (SDL_PollEvent(&event)) { - switch (event.type) { - case SDL_QUIT: - running = false; - break; - default: - break; - } - } - - glClear(GL_COLOR_BUFFER_BIT); - - program.Use(); - - glUniformMatrix4fv(mvp_id, 1, GL_FALSE, &mvp[0][0]); - - glEnableVertexAttribArray(0); - glBindBuffer(GL_ARRAY_BUFFER, vtx_buf); - glVertexAttribPointer( - 0, // attribute 0 (for shader) - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized - 0, // stride - nullptr // offset - ); - glDrawArrays( - GL_TRIANGLES, // how - 0, // start - 3 // len - ); - glDisableVertexAttribArray(0); - - window.Flip(); - - last = now; - } + Application app; + app.Run(); return 0; diff --git a/src/shader.cpp b/src/shader.cpp index 985b96e..c42e6fc 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -1,6 +1,7 @@ #include "shader.hpp" #include +#include #include #include #include @@ -93,6 +94,19 @@ Program::~Program() { } +const Shader &Program::LoadShader(GLenum type, const GLchar *src) { + shaders.emplace_back(type); + Shader &shader = shaders.back(); + shader.Source(src); + shader.Compile(); + if (!shader.Compiled()) { + shader.Log(std::cerr); + throw std::runtime_error("compile shader"); + } + Attach(shader); + return shader; +} + void Program::Attach(Shader &shader) { shader.AttachToProgram(handle); } diff --git a/src/shader.hpp b/src/shader.hpp index c112c53..aefcffe 100644 --- a/src/shader.hpp +++ b/src/shader.hpp @@ -2,6 +2,7 @@ #define BLANK_SHADER_HPP_ #include +#include #include @@ -41,6 +42,7 @@ public: Program(const Program &) = delete; Program &operator =(const Program &) = delete; + const Shader &LoadShader(GLenum type, const GLchar *src); void Attach(Shader &); void Link(); bool Linked() const; @@ -52,6 +54,7 @@ public: private: GLuint handle; + std::list shaders; };