diff options
Diffstat (limited to 'lesson01/main.cpp')
-rw-r--r-- | lesson01/main.cpp | 63 |
1 files changed, 7 insertions, 56 deletions
diff --git a/lesson01/main.cpp b/lesson01/main.cpp index 1c3804d..7c4b925 100644 --- a/lesson01/main.cpp +++ b/lesson01/main.cpp @@ -2,6 +2,7 @@ #include <iostream> #include <GLFW/glfw3.h> #include <cmath> +#include "shader.h" const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" @@ -69,50 +70,7 @@ int main() // ШЕЙДЕРЫ - unsigned int vertexShader; - vertexShader = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); - glCompileShader(vertexShader); - - unsigned int fragmentShader; - fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); - glCompileShader(fragmentShader); - - int success, success_vertex, success_fragment; - char infoLog[512]; - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success_vertex); - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success_fragment); - - // проверка компиляции шейдеров - if (!success_vertex) { - glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); - std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" - << infoLog << std::endl; - } else if (!success_fragment) { - glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); - std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" - << infoLog << std::endl; - } - - // линкуем шейдеры к программному объекту - unsigned int shaderProgram; - shaderProgram = glCreateProgram(); - - glAttachShader(shaderProgram, vertexShader); - glAttachShader(shaderProgram, fragmentShader); - glLinkProgram(shaderProgram); - - glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); - if (!success) { - glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); - std::cout << "ERROR::PROGRAM::LINKING_FAILED\n" << infoLog - << std::endl; - } - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - + Shader ourShader("./shader.vs", "./shader.fs"); // ИНИЦИАЛИЗАЦИЯ VAO unsigned int VBO, VAO, EBO; @@ -156,27 +114,20 @@ int main() ); glEnableVertexAttribArray(1); - - /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); */ + #ifdef WIREFRAME + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + #endif + while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); - - // задаём uniform fragment-шейдера - /* float timeValue = glfwGetTime(); */ - /* float greenValue = (sin(timeValue) / 2.0f) + 0.5f; */ - /* int vertexColorLocation = glGetUniformLocation(shaderProgram, */ - /* "ourColor"); */ - glUseProgram(shaderProgram); - /* glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f); */ + ourShader.use(); glBindVertexArray(VAO); - /* glDrawArrays(GL_TRIANGLES, 0, 3); */ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); - /* glBindVertexArray(0); */ glfwSwapBuffers(window); glfwPollEvents(); |