generating geometry

This commit is contained in:
2018-12-10 17:20:16 -05:00
parent 14d0a6c2a5
commit 291c92d514
4 changed files with 33 additions and 12 deletions

View File

@@ -7,8 +7,14 @@
#include <initializer_list>
#include <string>
#include <vector>
namespace util {
template<typename T>
void bufferData(GLenum target, std::vector<T> data, GLenum usage) {
glBufferData(target, data.size() * sizeof(T), &data.front(), usage);
}
void shaderFile(GLuint shader, const std::string &path) {
const std::string str = readFile(path);
const char *c_str = str.c_str();

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@@ -1,6 +1,6 @@
#version 330
in vec3 color;
smooth in vec3 color;
out vec4 fcolor;

View File

@@ -5,7 +5,7 @@ uniform mat4 pvm;
in vec3 vCol;
in vec2 vPos;
out vec3 color;
smooth out vec3 color;
void main() {
gl_Position = pvm * vec4(vPos, 0, 1);

View File

@@ -4,6 +4,7 @@
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/trigonometric.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
@@ -19,12 +20,7 @@ struct Vertex {
class GLApp : public App {
private:
std::vector<Vertex> vertices = {
{glm::vec2(+0.5f, +0.5f), glm::vec3(1, 0, 0)},
{glm::vec2(+0.5f, -0.5f), glm::vec3(0, 1, 0)},
{glm::vec2(-0.5f, -0.5f), glm::vec3(0, 0, 1)},
{glm::vec2(-0.5f, +0.5f), glm::vec3(1, 1, 1)},
};
std::vector<Vertex> vertices;
GLuint vertex_buffer = 0;
GLuint vertex_shader = 0, fragment_shader = 0, program = 0;
@@ -37,11 +33,29 @@ protected:
}
void init() override {
vertices.push_back({
glm::vec2(0), glm::vec3(1)
});
const int N = 16;
const float TAU = 6.28318f;
for (int i = 0; i <= N; ++i) {
float t = (float) i / N;
auto p = glm::vec2(t) + glm::vec2(0, 1) / 4.f;
auto c = glm::vec3(t) + glm::vec3(0, 1, 2) / 3.f;
vertices.push_back({
glm::cos(TAU * p), glm::cos(TAU * c)
});
}
setTitle("Hello Square!");
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices.front(), GL_STATIC_DRAW);
util::bufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
program = util::buildProgram({
vertex_shader = util::buildShader("shaders/main.vert"),
@@ -52,11 +66,13 @@ protected:
vpos_location = (GLuint) glGetAttribLocation(program, "vPos");
vcol_location = (GLuint) glGetAttribLocation(program, "vCol");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void *) nullptr);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void *) (sizeof(float) * 2));
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void display() override {
@@ -69,7 +85,6 @@ protected:
glClear(GL_COLOR_BUFFER_BIT);
auto pvm = glm::ortho(-ratio, ratio, -1.f, 1.f);
pvm = glm::rotate(pvm, (float) glfwGetTime(), glm::vec3(0.f, 0.f, 1.f));
pvm = glm::scale(pvm, glm::vec3(0.9f));
@@ -77,7 +92,7 @@ protected:
glUseProgram(program);
glUniformMatrix4fv(pvm_location, 1, GL_FALSE, glm::value_ptr(pvm));
glDrawArrays(GL_QUADS, 0, (GLsizei) vertices.size());
glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) vertices.size());
swapBuffers();
}