From 32ea01632523fef820e28839ef814bf561f28e50 Mon Sep 17 00:00:00 2001 From: visil Date: Wed, 11 Oct 2023 12:45:53 +0300 Subject: =?UTF-8?q?=D0=9A=D0=BE=D0=B4=20=D1=88=D0=B5=D0=B9=D0=B4=D0=B5?= =?UTF-8?q?=D1=80=D0=BE=D0=B2=20=D0=B2=D1=8B=D0=BD=D0=B5=D1=81=D0=B5=D0=BD?= =?UTF-8?q?=20=D0=B2=20=D0=BE=D1=82=D0=B4=D0=B5=D0=BB=D1=8C=D0=BD=D1=8B?= =?UTF-8?q?=D0=B9=20=D0=B7=D0=B0=D0=B3=D0=BE=D0=BB=D0=BE=D0=B2=D0=BE=D0=BA?= =?UTF-8?q?;=20=D0=B4=D0=BE=D0=B1=D0=B0=D0=B2=D0=B8=D0=BB=20Makefile=20?= =?UTF-8?q?=D1=81=20=D0=BE=D0=BF=D1=86=D0=B8=D0=B5=D0=B9=20Wireframe-?= =?UTF-8?q?=D1=80=D0=B5=D0=BD=D0=B4=D0=B5=D1=80=D0=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- lesson01/Makefile | 2 + lesson01/a.out | Bin 57360 -> 64272 bytes lesson01/main.cpp | 63 +++------------------------ lesson01/shader.fs | 9 ++++ lesson01/shader.h | 122 +++++++++++++++++++++++++++++++++++++++++++++++++++++ lesson01/shader.vs | 11 +++++ 6 files changed, 151 insertions(+), 56 deletions(-) create mode 100644 lesson01/Makefile create mode 100644 lesson01/shader.fs create mode 100644 lesson01/shader.h create mode 100644 lesson01/shader.vs (limited to 'lesson01') diff --git a/lesson01/Makefile b/lesson01/Makefile new file mode 100644 index 0000000..d99099b --- /dev/null +++ b/lesson01/Makefile @@ -0,0 +1,2 @@ +default: + g++ -DWIREFRAME -I../include -lglfw -lGL -lX11 -lpthread -lXrandr -lXi -ldl main.cpp ../src/glad.c && ./a.out diff --git a/lesson01/a.out b/lesson01/a.out index 7fca4c0..61431c3 100755 Binary files a/lesson01/a.out and b/lesson01/a.out differ 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 #include #include +#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(); diff --git a/lesson01/shader.fs b/lesson01/shader.fs new file mode 100644 index 0000000..12b2d60 --- /dev/null +++ b/lesson01/shader.fs @@ -0,0 +1,9 @@ +#version 330 core +out vec4 FragColor; + +in vec3 ourColor; + +void main() +{ + FragColor = vec4(ourColor, 1.0f); +} diff --git a/lesson01/shader.h b/lesson01/shader.h new file mode 100644 index 0000000..4f136d2 --- /dev/null +++ b/lesson01/shader.h @@ -0,0 +1,122 @@ +#ifndef SHADER_H +#define SHADER_H + +#include + +#include +#include +#include +#include + + +class Shader +{ +public: + // ID программы + unsigned int ID; + + // конструктор читает и собирает шейдер + Shader(const char* vertexPath, const char* fragmentPath) + { + // получить исходный код шейдеров из filePath + std::string vertexCode; + std::string fragmentCode; + std::ifstream vShaderFile; + std::ifstream fShaderFile; + // + vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); + fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); + try { + // Открыть файлы + vShaderFile.open(vertexPath); + fShaderFile.open(fragmentPath); + std::stringstream vShaderStream, fShaderStream; + // прочесть содержимое файлов в потоки + vShaderStream << vShaderFile.rdbuf(); + fShaderStream << fShaderFile.rdbuf(); + // закрыть файлы + vShaderFile.close(); + fShaderFile.close(); + // конвертировать в строки + vertexCode = vShaderStream.str(); + fragmentCode = fShaderStream.str(); + } + catch(std::ifstream::failure e) + { + std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" + << std::endl; + } + const char* vShaderCode = vertexCode.c_str(); + const char* fShaderCode = fragmentCode.c_str(); + + // компилируем шейдеры + unsigned int vertex, fragment; + int success; + char infoLog[512]; + + // шейдер вершин + vertex = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex, 1, &vShaderCode, NULL); + glCompileShader(vertex); + // вывести ошибки компиляции + glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); + if(!success) { + glGetShaderInfoLog(vertex, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" + << infoLog << std::endl; + } + // шейдер фрагментов + fragment = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment, 1, &fShaderCode, NULL); + glCompileShader(fragment); + // вывести ошибки компиляции + glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); + if(!success) { + glGetShaderInfoLog(fragment, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" + << infoLog << std::endl; + } + + // программа-шейдер + ID = glCreateProgram(); + glAttachShader(ID, vertex); + glAttachShader(ID, fragment); + glLinkProgram(ID); + // ошибки линковки + glGetProgramiv(ID, GL_LINK_STATUS, &success); + if(!success) { + glGetProgramInfoLog(ID, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" + << infoLog << std::endl; + } + + // шейдеры больше не нужны + glDeleteShader(vertex); + glDeleteShader(fragment); +} + + // использовать/активировать шейдер + void use() + { + glUseProgram(ID); + } + + // функции для работы с uniform + void setBool(const std::string &name, bool value) const + { + glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); + } + + void setInt(const std::string &name, int value) const + { + glUniform1i(glGetUniformLocation(ID, name.c_str()), value); + } + + void setFloat(const std::string &name, float value) const + { + glUniform1f(glGetUniformLocation(ID, name.c_str()), value); + } +}; + +#endif + diff --git a/lesson01/shader.vs b/lesson01/shader.vs new file mode 100644 index 0000000..a2263a1 --- /dev/null +++ b/lesson01/shader.vs @@ -0,0 +1,11 @@ +#version 330 core +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec3 aColor; + +out vec3 ourColor; + +void main() +{ + gl_Position = vec4(aPos, 1.0); + ourColor = aColor; +} -- cgit v1.2.3