140 lines
4.4 KiB
C++
140 lines
4.4 KiB
C++
// This only works with opengl!!!!
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#include "TestTriangle.h"
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TestTriangle::TestTriangle(Archimedes::App* a, void* h) : Archimedes::Module(a, h) {
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name = "TestTriangle";
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WindowModule* wm = new WindowModule(a, h);
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deps[*wm] = wm;
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}
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TestTriangle::~TestTriangle() {
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if(app) {
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WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
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wm->getRenderer()->getCmdList().erase(rcmd_it);
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/*
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#if WINDOW == 2
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wm->removeEventFn(ecmd_it);
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#endif
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*/
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wm->releaseWindow(window);
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}
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}
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void TestTriangle::onLoad() {
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// get window
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WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
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if(!wm) {
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std::cout << "No WindowModule for ImguiModule!\n";
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std::abort();
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}
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window = wm->aquireWindow();
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wm->getRenderer()->getCmdList().push_back([this](){
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// draw our first triangle
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glUseProgram(shaderProgram);
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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
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0); // no need to unbind it every time
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});
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rcmd_it = --wm->getRenderer()->getCmdList().end()++;
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//////////////////////glew
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/*
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if(glewInit() != GLEW_OK) {
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std::cout << "glew is not ok!" << std::endl;
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std::abort();
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}
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*/
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///////////////////////////////NUCLEAR
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// 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
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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void TestTriangle::run() {
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}
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bool TestTriangle::onEvent(const Archimedes::Event& e) {
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return false;
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}
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