TestTriangle works

This commit is contained in:
2026-02-04 15:42:30 -06:00
parent 3f102638b0
commit 9dfabc6dae
2 changed files with 93 additions and 80 deletions

View File

@@ -127,78 +127,94 @@ void TestTriangle::onLoad() {
//////////////////////gl
std::cout << "glfw setup" << std::endl;
vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertexShaderSource, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &success);
if(!success) {
std::cout << "shader linking failed!" << std::endl;
if(glewInit() != GLEW_OK) {
std::cout << "glew is not ok!" << std::endl;
std::abort();
};
}
///////////////////////////////NUCLEAR
fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragShaderSource, NULL);
glCompileShader(fs);
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glGetShaderiv(fs, GL_COMPILE_STATUS, &success);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
if(!success) {
std::cout << "shader linking failed!" << std::endl;
std::abort();
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if(!success) {
std::cout << "shader linking failed!" << std::endl;
std::abort();
};
std::cout << "shader program complete" << std::endl;
glDeleteShader(vs);
glDeleteShader(fs);
std::cout << "shaders destroyed" << std::endl;
glGenBuffers(1, &vbo);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
std::cout << "load success" << std::endl;
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
void TestTriangle::run() {
std::cout << "run" << std::endl;
glClearColor(0.2, 0.2, 0.4, 1);
// render
// ------
glClearColor(0.2f, 0.2f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(this->program);
glBindVertexArray(this->vao);
// 3. now draw the object
int f = 0, c = 3;
glMultiDrawArrays(GL_TRIANGLES, &f, &c, 1);
//glBindVertexArray(0);
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(w);
glfwPollEvents();
}

View File

@@ -29,30 +29,27 @@ class TestTriangle : public Archimedes::Module {
Archimedes::WindowData data;
float vertices[3 * 3] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
unsigned int vao, vbo, vs, fs, program;
int success;
const char *vertexShaderSource =
"#version 330 core\n"
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main() {\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragShaderSource =
"#version 330 core\n"
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main() {\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";
"}\n\0";
unsigned int shaderProgram;
unsigned int VBO, VAO;
float vertices[9] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
};
#ifdef TESTTRIANGLE_DYNAMIC