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#include "GL_Testing.h"
GL_Testing::GL_Testing() {
GLfloat tmp[] = {
1, 0, 0, 0,
0, cos(1), sin(1), 0,
0, -sin(1), cos(1), 0,
0, 0, 0, 1
};
matrix = new GLfloat[16];
memcpy(matrix, tmp, sizeof(GLfloat) * 16);
GLint err = glewInit();
if (err) {
std::cout << "error initializing glew" << std::endl;
}
}
void GL_Testing::compile_shader(std::string file_path, Shader_Type t) {
// Load in the source and cstring it
const char* source;
std::string tmp;
tmp = read_file(file_path);
source = tmp.c_str();
GLint success;
GLchar log[512];
if (t == Shader_Type::VERTEX) {
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, log);
std::cout << "Vertex shader failed compilation: " << log << std::endl;
}
} else if (t == Shader_Type::FRAGMENT) {
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, log);
std::cout << "Vertex shader failed compilation: " << log << std::endl;
}
}
}
void GL_Testing::create_program() {
GLint success;
GLchar log[512];
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_program, 512, NULL, log);
std::cout << "Failed to link shaders into program: " << log << std::endl;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
}
void GL_Testing::create_buffers() {
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, // Top Right
0.5f, -0.5f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f // Top Left
};
GLuint indices[] = { // Note that we start from 0!
0, 1, 3 // First Triangle
// Second Triangle
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0);
}
void GL_Testing::transform()
{
GLuint transformLoc = glGetUniformLocation(shader_program, "transform");
glUseProgram(shader_program);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, matrix);
}
void GL_Testing::rotate(double delta) {
counter += delta;
GLfloat tmp[] = {
1, 0, 0, 0,
0, cos(counter), sin(counter), 0,
0, -sin(counter), cos(counter), 0,
0, 0, 0, 1
};
memcpy(matrix, tmp, sizeof(GLfloat) * 16);
}
void GL_Testing::draw() {
glUseProgram(shader_program);
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
//