Implemented ShaderProgramBuilder

This commit is contained in:
Pablo Rodriguez
2025-07-27 16:13:48 -04:00
parent e5ba7474e6
commit 6d8bf7c563
6 changed files with 135 additions and 35 deletions

View File

@@ -13,4 +13,5 @@ target_link_libraries(${PROJECT_NAME}
GLEW::GLEW
glfw
glm::glm
UglyShaderLib
)

View File

@@ -6,6 +6,7 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "ShaderProgramBuilder.hpp"
int App::main(std::vector<std::string> &args) {
auto app = App{};
@@ -57,9 +58,9 @@ App::~App() {
void App::game_loop() {
float vertices[] = {
.0f, .5f,
.5f, -.5f,
-.5f, -.5f
.0f, .5f, 1.f, 0.f, 0.f,
.5f, -.5f, 0.f, 1.f, 0.f,
-.5f, -.5f, 0.f, 0.f, 1.f
};
GLuint vbo;
@@ -70,56 +71,38 @@ void App::game_loop() {
auto vertexSource = R"glsl(
#version 150 core
in vec2 position;
void main() { gl_Position = vec4(position, 0.0, 1.0); }
in vec3 color;
out vec3 _color;
void main() { _color = color; gl_Position = vec4(position, 0.0, 1.0); }
)glsl";
GLint status;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if(!status) {
error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
}
auto fragmentSource = R"glsl(
#version 150 core
uniform vec3 triangleColor;
in vec3 _color;
out vec4 color;
void main() { color = vec4(triangleColor, 1.0); }
void main() { color = vec4(_color, 1.0); }
)glsl";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if(!status) {
error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
GLuint shaderProgram = ugly::ShaderProgramBuilder{}
.attachFromMemory(GL_VERTEX_SHADER, vertexSource)
.attachFromMemory(GL_FRAGMENT_SHADER, fragmentSource)
.link();
glUseProgram(shaderProgram);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
auto start = glfwGetTime();
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(2*sizeof(float)));
glEnableVertexAttribArray(1);
while(!glfwWindowShouldClose(mpWindow)) {
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
auto now = glfwGetTime();
glUniform3f(glGetUniformLocation(shaderProgram, "triangleColor"), (sin(now-start) + 1.0f) / 2.0f, 0.0f, 0.0f);
glfwSwapBuffers(mpWindow);
}
}