mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
New debugging tutorial source code w/ artificial errors.
This commit is contained in:
@@ -46,7 +46,7 @@ void APIENTRY glDebugOutput(GLenum source,
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const GLchar *message,
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void *userParam)
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{
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if(id == 131169 || id == 131185 || id == 131218) return; // ignore these non-significant error codes
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if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return; // ignore these non-significant error codes
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std::cout << "---------------" << std::endl;
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std::cout << "Debug message (" << id << "): " << message << std::endl;
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@@ -130,47 +130,47 @@ int main()
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GLuint cubeVAO, cubeVBO;
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GLfloat vertices[] = {
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// Back face
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-0.5f, -0.5f, -0.5f, // Bottom-left
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0.5f, 0.5f, -0.5f, // top-right
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0.5f, -0.5f, -0.5f, // bottom-right
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0.5f, 0.5f, -0.5f, // top-right
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-0.5f, -0.5f, -0.5f, // bottom-left
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-0.5f, 0.5f, -0.5f, // top-left
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// Front face
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-0.5f, -0.5f, 0.5f, // bottom-left
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0.5f, -0.5f, 0.5f, // bottom-right
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0.5f, 0.5f, 0.5f, // top-right
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0.5f, 0.5f, 0.5f, // top-right
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-0.5f, 0.5f, 0.5f, // top-left
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-0.5f, -0.5f, 0.5f, // bottom-left
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// Left face
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-0.5f, 0.5f, 0.5f, // top-right
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-0.5f, 0.5f, -0.5f, // top-left
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-0.5f, -0.5f, -0.5f, // bottom-left
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-0.5f, -0.5f, -0.5f, // bottom-left
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-0.5f, -0.5f, 0.5f, // bottom-right
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-0.5f, 0.5f, 0.5f, // top-right
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// Right face
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0.5f, 0.5f, 0.5f, // top-left
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0.5f, -0.5f, -0.5f, // bottom-right
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0.5f, 0.5f, -0.5f, // top-right
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0.5f, -0.5f, -0.5f, // bottom-right
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0.5f, 0.5f, 0.5f, // top-left
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0.5f, -0.5f, 0.5f, // bottom-left
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// Bottom face
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-0.5f, -0.5f, -0.5f, // top-right
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0.5f, -0.5f, -0.5f, // top-left
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0.5f, -0.5f, 0.5f, // bottom-left
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0.5f, -0.5f, 0.5f, // bottom-left
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-0.5f, -0.5f, 0.5f, // bottom-right
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-0.5f, -0.5f, -0.5f, // top-right
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// Top face
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-0.5f, 0.5f, -0.5f, // top-left
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0.5f, 0.5f, 0.5f, // bottom-right
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0.5f, 0.5f, -0.5f, // top-right
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0.5f, 0.5f, 0.5f, // bottom-right
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-0.5f, 0.5f, -0.5f, // top-left
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-0.5f, 0.5f, 0.5f // bottom-left
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // Bottom-left
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // bottom-left
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
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// Front face
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // top-left
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
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// Left face
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, // top-right
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-0.5f, 0.5f, -0.5f, -1.0f, 1.0f, // top-left
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-0.5f, -0.5f, -0.5f, -0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, -0.5f, -0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, 0.5f, -0.0f, 0.0f, // bottom-right
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, // top-right
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// Right face
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
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// Bottom face
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // top-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-right
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
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// Top face
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f // bottom-left
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};
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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@@ -193,10 +193,10 @@ int main()
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unsigned char *image = SOIL_load_image(FileSystem::getPath("resources/textures/wood.png").c_str(), &texWidth, &texHeight, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glTexImage2D(GL_FRAMEBUFFER, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_FRAMEBUFFER, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -204,12 +204,9 @@ int main()
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SOIL_free_image_data(image);
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// Set up projection matrix
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// TODO(Joey): check with new version of GLM and then use glm::radians
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glm::mat4 projection = glm::perspective(45.0f, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);
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shader.Use(); // use before setting uniforms
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glCheckError();
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glUniform1i(glGetUniformLocation(shader.Program, "tex"), 0);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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while (!glfwWindowShouldClose(window))
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@@ -219,15 +216,17 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.Use();
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GLfloat rotationSpeed = 10.0f;
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GLfloat angle = (float)glfwGetTime() * rotationSpeed;
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(0.0, 0.0f, -2.5));
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model = glm::rotate(model, angle, glm::vec3(1.0f, 1.0f, 1.0f));
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 1.0f, 1.0f));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glBindTexture(GL_TEXTURE_2D, textureID);
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glBindVertexArray(cubeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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// Swap the buffers
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@@ -1,7 +1,10 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D tex;
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void main()
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{
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FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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FragColor = texture(tex, TexCoords);
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}
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@@ -1,10 +1,14 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 texCoords;
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uniform mat4 projection;
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uniform mat4 model;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = projection * model * vec4(position, 1.0f);
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TexCoords = texCoords;
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}
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