mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work: geometry shader.
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@@ -1,8 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 fColor;
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out vec4 color;
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void main()
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{
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color = vec4(fColor, 1.0f);
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FragColor = vec4(fColor, 1.0);
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}
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@@ -1,6 +1,6 @@
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#version 330 core
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layout (location = 0) in vec2 position;
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layout (location = 1) in vec3 color;
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec3 aColor;
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out VS_OUT {
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vec3 color;
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@@ -8,6 +8,6 @@ out VS_OUT {
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void main()
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{
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gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
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vs_out.color = color;
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vs_out.color = aColor;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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@@ -1,101 +1,107 @@
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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#include <iostream>
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bool keys[1024];
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// build and compile shaders
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// -------------------------
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Shader shader("9.1.geometry_shader.vs", "9.1.geometry_shader.fs", "9.1.geometry_shader.gs");
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// Define the viewport dimensions
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glViewport(0, 0, screenWidth, screenHeight);
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// Setup and compile our shaders
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Shader shader("geometry_shader.vs", "geometry_shader.frag", "geometry_shader.gs");
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// Vertex data
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GLfloat points[] = {
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-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
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-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // Bottom-left
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float points[] = {
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-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // top-left
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top-right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom-right
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-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // bottom-left
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};
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GLuint VBO, VAO;
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unsigned int VBO, VAO;
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glGenBuffers(1, &VBO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2 * sizeof(float)));
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glBindVertexArray(0);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// Game loop
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while(!glfwWindowShouldClose(window))
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// Check and call events
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glfwPollEvents();
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// Clear buffers
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// render
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// ------
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Draw points
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shader.Use();
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// draw points
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shader.use();
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glBindVertexArray(VAO);
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glDrawArrays(GL_POINTS, 0, 4);
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glBindVertexArray(0);
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// Swap the buffers
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glfwTerminate();
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return 0;
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}
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if(action == GLFW_PRESS)
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keys[key] = true;
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else if(action == GLFW_RELEASE)
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keys[key] = false;
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}
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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