Moved Renderer code to new file

This commit is contained in:
Samuel Walker 2024-09-02 10:04:57 -06:00
parent c3517b596f
commit 34c5a0d140
3 changed files with 94 additions and 73 deletions

81
src/Renderer.cpp Normal file
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@ -0,0 +1,81 @@
#include "Renderer.h"
#include <glad/glad.h>
#include <iostream>
#include <fstream>
void Renderer::InitRenderer(){
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
std::ifstream vertexShaderFile ("res/shaders/vertex.glsl");
std::string vertexShaderSource((std::istreambuf_iterator<char>(vertexShaderFile)), std::istreambuf_iterator<char>());
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
const char *vertexShaderSourcePtr = vertexShaderSource.c_str();
glShaderSource(vertexShader, 1, &vertexShaderSourcePtr, NULL);
glCompileShader(vertexShader);
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;
}
std::ifstream fragmentShaderFile ("res/shaders/fragment.glsl");
std::string fragmentShaderSource((std::istreambuf_iterator<char>(fragmentShaderFile)), std::istreambuf_iterator<char>());
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *fragmentShaderSourcePtr = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &fragmentShaderSourcePtr, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
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::LINK_FAILED\n" << infoLog << std::endl;
}
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
}
void Renderer::StartFrame(){
glClear(GL_COLOR_BUFFER_BIT);
}
void Renderer::DrawTriangle(){
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glUseProgram(shaderProgram);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void Renderer::EndFrame(){
}

7
src/Renderer.h Normal file
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@ -0,0 +1,7 @@
namespace Renderer {
static unsigned int VAO, VBO, shaderProgram;
void InitRenderer();
void StartFrame();
void DrawTriangle();
void EndFrame();
}

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@ -1,9 +1,11 @@
#include <iostream> #include <iostream>
#include <fstream>
#include "RaycasterConfig.h" #include "RaycasterConfig.h"
#define GLAD_GL_IMPLEMENTATION #define GLAD_GL_IMPLEMENTATION
#include <glad/glad.h> #include <glad/glad.h>
#define GLFW_INCLUDE_NONE #define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "Renderer.h"
int main(int argc, char *argv[]){ int main(int argc, char *argv[]){
std::cout << Raycaster_VERSION_MAJOR << "." << Raycaster_VERSION_MINOR << std::endl; std::cout << Raycaster_VERSION_MAJOR << "." << Raycaster_VERSION_MINOR << std::endl;
@ -19,80 +21,11 @@ int main(int argc, char *argv[]){
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
gladLoadGL(); gladLoadGL();
glViewport(0, 0, 640, 480); glViewport(0, 0, 640, 480);
Renderer::InitRenderer();
while(!glfwWindowShouldClose(window)){ while(!glfwWindowShouldClose(window)){
glClear(GL_COLOR_BUFFER_BIT); Renderer::StartFrame();
float vertices[] = { Renderer::DrawTriangle();
-0.5f, -0.5f, 0.0f, Renderer::EndFrame();
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
unsigned int VBO;
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
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);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"} \0";
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);
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::LINK_FAILED\n" << infoLog << std::endl;
}
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwPollEvents(); glfwPollEvents();
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }