Added test opengl rendering

This commit is contained in:
2025-01-03 19:35:36 -07:00
parent 5fb4f98afd
commit cec0c6fc16

View File

@ -9,15 +9,53 @@
#include <spdlog/sinks/stdout_color_sinks.h> #include <spdlog/sinks/stdout_color_sinks.h>
#include <spdlog/sinks/basic_file_sink.h> #include <spdlog/sinks/basic_file_sink.h>
#include <memory> #include <memory>
#include <chrono>
int OpenGLVersion; int OpenGLVersion;
spdlog::logger logger("none"); spdlog::logger logger("none");
float square[] = {
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
};
unsigned int squareIndices[]{
0, 1, 3,
1, 2, 3
};
float squareColors[] = {
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f
};
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec4 color;\n"
"out vec4 vertexColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" vertexColor = color;\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"void main()\n"
"{\n"
" FragColor = vertexColor;\n"
"}\0";
#define TRACE(...) logger.trace(__VA_ARGS__) #define TRACE(...) logger.trace(__VA_ARGS__)
#define DEBUG(...) logger.debug(__VA_ARGS__) #define DEBUG(...) logger.debug(__VA_ARGS__)
#define INFO(...) logger.info(__VA_ARGS__) #define INFO(...) logger.info(__VA_ARGS__)
#define WARN(...) logger.warn(__VA_ARGS__) #define WARN(...) logger.warn(__VA_ARGS__)
#define ERROR(...) logger.error(__VA_ARGS__) #define ERR(...) logger.error(__VA_ARGS__)
#define CRITICAL(...) logger.critical(__VA_ARGS__) #define CRITICAL(...) logger.critical(__VA_ARGS__)
void init() { void init() {
@ -27,7 +65,7 @@ void init() {
INFO("spdlog Initialized"); INFO("spdlog Initialized");
if (!glfwInit()) { if (!glfwInit()) {
ERROR("Unable to Initialize GLFW"); ERR("Unable to Initialize GLFW");
throw ("Unable to init GLFW"); throw ("Unable to init GLFW");
} }
INFO("GLFW Initialized!"); INFO("GLFW Initialized!");
@ -36,7 +74,7 @@ void init() {
void openGLContextInit() { void openGLContextInit() {
OpenGLVersion = gladLoadGL(); OpenGLVersion = gladLoadGL();
if (OpenGLVersion == 0) { if (OpenGLVersion == 0) {
ERROR("Unable to load GLAD"); ERR("Unable to load GLAD");
throw ("Failed to load GLAD"); throw ("Failed to load GLAD");
} }
INFO("GLAD Initialized"); INFO("GLAD Initialized");
@ -54,17 +92,101 @@ int main() {
window->beginRender(); window->beginRender();
openGLContextInit(); openGLContextInit();
glm::vec2 vector(4, 3);
INFO("GLM TEST: Vector is ({},{})", vector.x, vector.y);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(square), square, GL_STATIC_DRAW);
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
ERR("Vertex Shader Compile Failed: {}", infoLog);
return -1;
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
ERR("Fragment Shader Compile Failed: {}", infoLog);
return -1;
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_COMPILE_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
ERR("Program Link Failed: {}", infoLog);
return -1;
}
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
unsigned int colorBuffer;
glGenBuffers(1, &colorBuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(squareColors), squareColors, GL_STATIC_DRAW);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(squareIndices), squareIndices, GL_STATIC_DRAW);
glBindVertexArray(NULL);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
glBindBuffer(GL_ARRAY_BUFFER, NULL);
bool up = false;
float interval = 0.001;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!window->isClosing()) { while (!window->isClosing()) {
if (up) {
squareColors[0] += interval;
if (squareColors[0] >= 1.0) {
squareColors[0] = 1.0;
up = false;
}
} else {
squareColors[0] -= interval;
if (squareColors[0] <= 0.0) {
squareColors[0] = 0.0;
up = true;
}
}
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(squareColors), squareColors, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, NULL);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glBegin(GL_TRIANGLES); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glVertex2f(0.0f, 0.5f); glBindVertexArray(NULL);
glVertex2f(0.5f, 0.0f);
glVertex2f(-0.5f, 0.0f);
glEnd();
window->endRender(); window->endRender();
glfwPollEvents(); glfwPollEvents();