New debugging tutorial source code w/ artificial errors.

This commit is contained in:
J. de Vries
2016-05-11 20:05:16 +02:00
parent a4c2bb2498
commit b63d9af161
3 changed files with 58 additions and 52 deletions

View File

@@ -46,7 +46,7 @@ void APIENTRY glDebugOutput(GLenum source,
const GLchar *message, const GLchar *message,
void *userParam) void *userParam)
{ {
if(id == 131169 || id == 131185 || id == 131218) return; // ignore these non-significant error codes if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return; // ignore these non-significant error codes
std::cout << "---------------" << std::endl; std::cout << "---------------" << std::endl;
std::cout << "Debug message (" << id << "): " << message << std::endl; std::cout << "Debug message (" << id << "): " << message << std::endl;
@@ -130,47 +130,47 @@ int main()
GLuint cubeVAO, cubeVBO; GLuint cubeVAO, cubeVBO;
GLfloat vertices[] = { GLfloat vertices[] = {
// Back face // Back face
-0.5f, -0.5f, -0.5f, // Bottom-left -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // Bottom-left
0.5f, 0.5f, -0.5f, // top-right 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
0.5f, -0.5f, -0.5f, // bottom-right 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, -0.5f, // top-right 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
-0.5f, -0.5f, -0.5f, // bottom-left -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // bottom-left
-0.5f, 0.5f, -0.5f, // top-left -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
// Front face // Front face
-0.5f, -0.5f, 0.5f, // bottom-left -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
0.5f, -0.5f, 0.5f, // bottom-right 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, 0.5f, // top-right 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
0.5f, 0.5f, 0.5f, // top-right 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
-0.5f, 0.5f, 0.5f, // top-left -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // top-left
-0.5f, -0.5f, 0.5f, // bottom-left -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
// Left face // Left face
-0.5f, 0.5f, 0.5f, // top-right -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, // top-right
-0.5f, 0.5f, -0.5f, // top-left -0.5f, 0.5f, -0.5f, -1.0f, 1.0f, // top-left
-0.5f, -0.5f, -0.5f, // bottom-left -0.5f, -0.5f, -0.5f, -0.0f, 1.0f, // bottom-left
-0.5f, -0.5f, -0.5f, // bottom-left -0.5f, -0.5f, -0.5f, -0.0f, 1.0f, // bottom-left
-0.5f, -0.5f, 0.5f, // bottom-right -0.5f, -0.5f, 0.5f, -0.0f, 0.0f, // bottom-right
-0.5f, 0.5f, 0.5f, // top-right -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, // top-right
// Right face // Right face
0.5f, 0.5f, 0.5f, // top-left 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
0.5f, -0.5f, -0.5f, // bottom-right 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
0.5f, 0.5f, -0.5f, // top-right 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
0.5f, -0.5f, -0.5f, // bottom-right 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
0.5f, 0.5f, 0.5f, // top-left 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
0.5f, -0.5f, 0.5f, // bottom-left 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
// Bottom face // Bottom face
-0.5f, -0.5f, -0.5f, // top-right -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
0.5f, -0.5f, -0.5f, // top-left 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // top-left
0.5f, -0.5f, 0.5f, // bottom-left 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
0.5f, -0.5f, 0.5f, // bottom-left 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
-0.5f, -0.5f, 0.5f, // bottom-right -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-right
-0.5f, -0.5f, -0.5f, // top-right -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
// Top face // Top face
-0.5f, 0.5f, -0.5f, // top-left -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
0.5f, 0.5f, 0.5f, // bottom-right 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, -0.5f, // top-right 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
0.5f, 0.5f, 0.5f, // bottom-right 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
-0.5f, 0.5f, -0.5f, // top-left -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
-0.5f, 0.5f, 0.5f // bottom-left -0.5f, 0.5f, 0.5f, 0.0f, 0.0f // bottom-left
}; };
glGenVertexArrays(1, &cubeVAO); glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO); glGenBuffers(1, &cubeVBO);
@@ -193,10 +193,10 @@ int main()
unsigned char *image = SOIL_load_image(FileSystem::getPath("resources/textures/wood.png").c_str(), &texWidth, &texHeight, 0, SOIL_LOAD_RGB); unsigned char *image = SOIL_load_image(FileSystem::getPath("resources/textures/wood.png").c_str(), &texWidth, &texHeight, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, textureID); glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_FRAMEBUFFER, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_FRAMEBUFFER, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -204,12 +204,9 @@ int main()
SOIL_free_image_data(image); SOIL_free_image_data(image);
// Set up projection matrix // Set up projection matrix
// TODO(Joey): check with new version of GLM and then use glm::radians glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);
glm::mat4 projection = glm::perspective(45.0f, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);
shader.Use(); // use before setting uniforms
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniform1i(glGetUniformLocation(shader.Program, "tex"), 0);
glCheckError();
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
@@ -219,13 +216,15 @@ int main()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.Use();
GLfloat rotationSpeed = 10.0f; GLfloat rotationSpeed = 10.0f;
GLfloat angle = (float)glfwGetTime() * rotationSpeed; GLfloat angle = (float)glfwGetTime() * rotationSpeed;
glm::mat4 model; glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0, 0.0f, -2.5)); model = glm::translate(model, glm::vec3(0.0, 0.0f, -2.5));
model = glm::rotate(model, angle, glm::vec3(1.0f, 1.0f, 1.0f)); model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 1.0f, 1.0f));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glBindTexture(GL_TEXTURE_2D, textureID);
glBindVertexArray(cubeVAO); glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36); glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0); glBindVertexArray(0);

View File

@@ -1,7 +1,10 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D tex;
void main() void main()
{ {
FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); FragColor = texture(tex, TexCoords);
} }

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@@ -1,10 +1,14 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 position; layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;
uniform mat4 projection; uniform mat4 projection;
uniform mat4 model; uniform mat4 model;
out vec2 TexCoords;
void main() void main()
{ {
gl_Position = projection * model * vec4(position, 1.0f); gl_Position = projection * model * vec4(position, 1.0f);
TexCoords = texCoords;
} }