+ | Basic shader

This commit is contained in:
RedShip
2024-10-14 20:00:56 +02:00
parent eae1ae4790
commit 163828707a
6 changed files with 134 additions and 179 deletions

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2024/10/13 20:58:06 by ycontre ### ########.fr */
/* Updated: 2024/10/14 19:54:42 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -20,37 +20,20 @@ int main(void)
shader.attach();
RT::Vec2f vertices[6] = {
{ -0.5f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
{ -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
{ 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the VAO
glBindVertexArray(VAO);
// Bind the VBO and upload the vertex data to it
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Set vertex attributes
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
shader.setupVertexBuffer(vertices, sizeof(vertices));
while (!window.shouldClose())
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.getProgram());
glBindVertexArray(VAO);
shader.setVec2f("u_resolution", RT::Vec2f(WIDTH, HEIGHT));
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(shader.getProgram());
shader.drawTriangles();
window.display();
window.pollEvents();

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
/* Updated: 2024/10/13 20:58:02 by ycontre ### ########.fr */
/* Updated: 2024/10/14 19:52:40 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -102,6 +102,35 @@ void Shader::checkCompileErrors(GLuint shader)
}
}
void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
{
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Shader::drawTriangles(void)
{
glBindVertexArray(_screen_VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void Shader::setVec2f(const std::string &name, const RT::Vec2f &value) const
{
glUniform2f(glGetUniformLocation(_program, name.c_str()), value[0], value[1]);
}
GLuint Shader::getProgram(void) const
{
return (_program);