Move a lot of code to classes.
This commit is contained in:
parent
4d5b548ffe
commit
cce4c4bb1a
11 changed files with 258 additions and 61 deletions
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@ -1,3 +1,6 @@
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[Buildset]
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BuildItems=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x01\x00\x00\x00\x0b\x00\x00\x00\x00\x01\x00\x00\x00\x10\x00t\x00e\x00s\x00t\x00g\x00a\x00m\x00e)
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[CMake]
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Build Directory Count=1
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Current Build Directory Index=0
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@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 2.6)
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project(testgame)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -I..")
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set(CMAKE_LD_FLAGS "${CMAKE_LD_FLAGS} -L/usr/local/bin")
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add_executable(testgame main.cpp renderer/main.cpp)
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add_executable(testgame main.cpp renderer/main.cpp renderer/shader.cpp renderer/shapes/triangle.cpp)
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INCLUDE(FindPkgConfig)
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PKG_SEARCH_MODULE(SDL2 REQUIRED sdl2)
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INCLUDE_DIRECTORIES(${SDL2_INCLUDE_DIRS})
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82
main.cpp
82
main.cpp
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@ -3,58 +3,32 @@
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#include <main.h>
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#include <SDL.h>
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#include <GL/glew.h>
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#include <renderer/shader.h>
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using namespace std;
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bool TestGame::init()
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{
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GLint compile_ok = GL_FALSE, link_ok = GL_FALSE;
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GLint link_ok = GL_FALSE;
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//Compile Vertex shader
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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const char *vs_source =
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//"#version 100\n" // OpenGL ES 2.0
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"#version 120\n" // OpenGL 2.1
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"attribute vec2 coord2d; "
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"void main(void) { "
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" gl_Position = vec4(coord2d, 0.0, 1.0); "
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"}";
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glShaderSource(vs, 1, &vs_source, NULL);
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glCompileShader(vs);
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glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_ok);
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if (!compile_ok) {
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cerr << "Error in vertex shader" << endl;
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return false;
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vs = new VertexShader("shaders/triangle.v.glsl");
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if(!vs->compile()) {
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throw nullptr;
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}
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//Compile Fragment shader
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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const char *fs_source =
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//"#version 100\n" // OpenGL ES 2.0
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"#version 120\n" // OpenGL 2.1
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"void main(void) { "
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" gl_FragColor[0] = 0.0; "
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" gl_FragColor[1] = 0.0; "
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" gl_FragColor[2] = 1.0; "
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"}";
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glShaderSource(fs, 1, &fs_source, NULL);
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glCompileShader(fs);
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glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_ok);
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if (!compile_ok) {
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cerr << "Error in fragment shader" << endl;
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return false;
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fs = new FragmentShader("shaders/triangle.f.glsl");
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if(!fs->compile()) {
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throw nullptr;
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}
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//Linking
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program = glCreateProgram();
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
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if (!link_ok) {
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cerr << "Error in glLinkProgram" << endl;
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return false;
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}
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vector<Shader *> shaders;
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shaders.push_back(vs);
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shaders.push_back(fs);
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program=link(shaders);
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//Set attributes
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const char* attribute_name = "coord2d";
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attribute_coord2d = glGetAttribLocation(program, attribute_name);
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if (attribute_coord2d == -1) {
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cerr << "Could not bind attribute " << attribute_name << endl;
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return false;
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throw nullptr;
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}
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return true;
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@ -81,23 +55,11 @@ void TestGame::render()
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glUseProgram(program);
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glEnableVertexAttribArray(attribute_coord2d);
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GLfloat triangle_vertices[] = {
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0.0, 0.8,
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-0.8, -0.8,
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0.8, -0.8,
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};
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// Describe our vertices array to OpenGL (it can't guess its format automatically)
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glVertexAttribPointer(
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attribute_coord2d, // attribute
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2, // number of elements per vertex, here (x,y)
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GL_FLOAT, // the type of each element
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GL_FALSE, // take our values as-is
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0, // no extra data between each position
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triangle_vertices // pointer to the C array
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);
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// Push each element in buffer_vertices to the vertex shader
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glDrawArrays(GL_TRIANGLES, 0, 3);
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t1.render(attribute_coord2d);
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t2.render(attribute_coord2d);
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t3.render(attribute_coord2d);
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glDisableVertexAttribArray(attribute_coord2d);
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@ -107,10 +69,12 @@ void TestGame::render()
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TestGame::~TestGame()
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{
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glDeleteProgram(program);
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delete fs;
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delete vs;
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}
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int main(int argc, char **argv) {
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TestGame game;
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game.start();
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return 0;
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TestGame game;
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game.start();
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return 0;
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}
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7
main.h
7
main.h
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@ -1,15 +1,20 @@
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#include <renderer/main.h>
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#include <renderer/shader.h>
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#include <renderer/shapes/triangle.h>
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#include <GL/glew.h>
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class TestGame: public MainClass {
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private:
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Triangle t1, t2, t3;
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GLuint program;
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GLint attribute_coord2d;
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auto render() -> void;
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VertexShader *vs;
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FragmentShader *fs;
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protected:
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virtual auto tick() -> bool;
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virtual auto init() -> bool;
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public:
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TestGame(): MainClass(640,480) {};
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TestGame(): MainClass(640,480), t1(0.0, 0.0, 0.5, 1.0, 1.0, 0.0), t2(1.0,0.0,1.5,1.0,2.0,0.0), t3(0.5,1.0,1.0,2.0,1.5,1.0) {};
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virtual ~TestGame();
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virtual auto stop() -> void;
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};
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130
renderer/shader.cpp
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130
renderer/shader.cpp
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#include <renderer/shader.h>
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#include <SDL.h>
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#include <iostream>
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using namespace std;
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Shader::Shader(const char* filename): object(0)
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{
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SDL_RWops *rw = SDL_RWFromFile(filename, "rb");
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if(rw==NULL) throw nullptr; //Load
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Sint64 res_size = SDL_RWsize(rw);
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shader_contents=new char[res_size+1]; //Allocate
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Sint64 nb_read_total=0, nb_read=1;
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char* buf = shader_contents;
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while(nb_read_total < res_size && nb_read != 0 ) { //Read
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nb_read = SDL_RWread(rw, buf, 1, (res_size - nb_read_total));
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nb_read_total += nb_read;
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buf += nb_read;
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}
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SDL_RWclose(rw); //Cleanup
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if (nb_read_total != res_size) {
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delete[] shader_contents;
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throw nullptr;
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}
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shader_contents[nb_read_total] = '\0';
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}
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Shader::~Shader()
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{
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delete[] shader_contents;
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if(object)
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glDeleteShader(object);
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}
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Shader::operator GLuint()
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{
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return object;
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}
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void Shader::printLog()
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{
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printLog(object);
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}
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void Shader::printLog(GLuint object)
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{
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GLint log_length = 0;
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if(glIsShader(object)) {
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glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
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} else if(glIsProgram(object)) {
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glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length);
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} else {
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cerr << "printlog: Not a shader or a program" << endl;
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return;
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}
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char* log = new char[log_length];
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if(glIsShader(object))
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glGetShaderInfoLog(object, log_length, NULL, log);
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else
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glGetProgramInfoLog(object, log_length, NULL, log);
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cerr << log;
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delete[] log;
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}
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auto FragmentShader::compile() -> bool {
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const GLchar *source = shader_contents;
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GLuint res = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar* sources[] = {
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#ifdef GL_ES_VERSION_2_0
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"#version 100\n" //OpenGL ES 2.0
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#else
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"#version 120\n" //OpenGL .1
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#endif
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,source };
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glShaderSource(res, 2, sources, NULL);
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glCompileShader(res);
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GLint compile_ok = GL_FALSE;
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glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
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if(compile_ok == GL_FALSE) {
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printLog(res);
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glDeleteShader(res);
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return false;
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}
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object=res;
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return true;
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}
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auto VertexShader::compile() -> bool {
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const GLchar *source = shader_contents;
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GLuint res = glCreateShader(GL_VERTEX_SHADER);
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const GLchar* sources[] = {
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#ifdef GL_ES_VERSION_2_0
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"#version 100\n" //OpenGL ES 2.0
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#else
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"#version 120\n" //OpenGL .1
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#endif
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,source };
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glShaderSource(res, 2, sources, NULL);
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glCompileShader(res);
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GLint compile_ok = GL_FALSE;
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glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
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if(compile_ok == GL_FALSE) {
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printLog(res);
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glDeleteShader(res);
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return false;
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}
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object=res;
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return true;
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}
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GLuint link(vector< Shader*> &shaders)
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{
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GLint link_ok = GL_FALSE;
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GLuint program=glCreateProgram();
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for(int i=0;i<shaders.size();i++) {
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glAttachShader(program, *shaders[i]);
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}
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
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if (link_ok==GL_FALSE) {
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shaders[0]->printLog(program);
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throw nullptr;
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}
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return program;
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}
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31
renderer/shader.h
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31
renderer/shader.h
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#ifndef __RENDERER_SHADER_H
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#define __RENDERER_SHADER_H
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#include <GL/glew.h>
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#include <vector>
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class Shader {
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private:
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Shader() {}
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protected:
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char * shader_contents;
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GLuint object;
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auto printLog() -> void;
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public:
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auto printLog(GLuint object) -> void;
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Shader(const char* filename);
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virtual ~Shader();
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virtual auto compile() -> bool = 0; //Linking is done by the program.
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virtual operator GLuint();
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};
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class FragmentShader: public Shader {
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public:
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FragmentShader(const char* filename): Shader(filename) {};
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virtual auto compile() -> bool;
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};
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class VertexShader: public Shader {
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public:
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VertexShader(const char* filename): Shader(filename) {};
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virtual auto compile() -> bool;
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};
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auto link(std::vector<Shader*> &shaders) -> GLuint;
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#endif
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7
renderer/shapes/float2D.h
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7
renderer/shapes/float2D.h
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#ifndef __SHAPES_FLOAT2D_H
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#define __SHAPES_FLOAT2D_H
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struct float2D {
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float x;
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float y;
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};
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#endif
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32
renderer/shapes/triangle.cpp
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32
renderer/shapes/triangle.cpp
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#include <renderer/shapes/triangle.h>
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Triangle::Triangle(float x, float y, float alen, float blen, float clen)
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{
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A.x=x;
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A.y=y;
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}
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Triangle::Triangle(float ax, float ay, float bx, float by, float cx, float cy)
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{
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A.x=ax-1.0;
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A.y=ay-1.0;
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B.x=bx-1.0;
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B.y=by-1.0;
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C.x=cx-1.0;
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C.y=cy-1.0;
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}
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Triangle::~Triangle()
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{
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}
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bool Triangle::render(GLint attrib)
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{
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GLfloat triangle_vertices[] = {
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A.x, A.y,
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B.x, B.y,
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C.x, C.y
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};
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 0, triangle_vertices);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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return true;
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}
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16
renderer/shapes/triangle.h
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16
renderer/shapes/triangle.h
Normal file
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#ifndef __SHAPE_TRIANGLE_HPP
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#define __SHAPE_TRIANGLE_HPP
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#include <GL/glew.h>
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#include <renderer/shapes/float2D.h>
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class Triangle {
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private:
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float2D A;
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float2D B;
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float2D C; //The three points
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public:
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Triangle(float x, float y, float alen, float blen, float clen);
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Triangle(float ax, float ay, float bx, float by, float cx, float cy);
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~Triangle();
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auto render(GLint attrib) -> bool;
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};
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#endif
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5
shaders/triangle.f.glsl
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5
shaders/triangle.f.glsl
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void main(void) {
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gl_FragColor[0] = 1.0;
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gl_FragColor[1] = 1.0;
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gl_FragColor[2] = 0.0;
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}
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4
shaders/triangle.v.glsl
Normal file
4
shaders/triangle.v.glsl
Normal file
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attribute vec2 coord2d;
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void main(void) {
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gl_Position = vec4(coord2d, 0.0, 1.0);
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}
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