--- /dev/null
+#include "app.hpp"
+
+#include <iostream>
+#include <stdexcept>
+
+
+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();
+}
+
+}
--- /dev/null
+#ifndef BLANK_APP_HPP_
+#define BLANK_APP_HPP_
+
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+
+#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
-#include <iostream>
-#include <SDL.h>
-#include <GL/glew.h>
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
+#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;
#include "shader.hpp"
#include <algorithm>
+#include <iostream>
#include <memory>
#include <ostream>
#include <stdexcept>
}
+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);
}
#define BLANK_SHADER_HPP_
#include <iosfwd>
+#include <list>
#include <GL/glew.h>
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;
private:
GLuint handle;
+ std::list<Shader> shaders;
};