Move VAO, VBO in classes

This commit is contained in:
4VRDriver
2020-08-31 19:08:05 +02:00
parent be11fa318e
commit 8f4306539d
9 changed files with 195 additions and 71 deletions

View File

@@ -10,6 +10,9 @@
#endif
#include "Controller.h"
#include "ShaderProgram.h"
#include "VertexBuffer.h"
#include "defines.h"
Controller::Controller() {
if(!glfwInit()) exit(-1);
@@ -33,82 +36,40 @@ Controller::~Controller() {
void Controller::run() {
glClearColor(0.241f, 0.578f, 0.308f, 1.0f);
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
ShaderProgram shaderProgram("res/shaders/old.vs", "res/shaders/old.fs");
shaderProgram.bind();
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;
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
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::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
Vertex vertices[] = {
Vertex{-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f},
Vertex{0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f},
Vertex{0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f}
};
uint32_t numVertices = sizeof(vertices) / sizeof(Vertex);
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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
VertexBuffer vertexBuffer(vertices, numVertices);
vertexBuffer.unbind();
// This is the game loop
while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
// Timing
limit_framerate();
std::cout << "FPS: " << 1/deltaTime << std::endl;
static int slowdown = 0;
if(slowdown++ == 60) {
std::cout << "FPS: " << 1/deltaTime << std::endl;
slowdown = 0;
}
// Update game
// Render and buffer swap
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
vertexBuffer.bind();
glDrawArrays(GL_TRIANGLES, 0, 3);
vertexBuffer.unbind();
glfwSwapBuffers(gameWindow->getGLFWwindow());
// Check events, handle input
gameEventHandler->handleEvents(gameWindow->getGLFWwindow());
}