lmao
This commit is contained in:
4
Makefile
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4
Makefile
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@@ -0,0 +1,4 @@
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run:
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g++ *.c *.cpp -o app -lglfw -lGL && ./app
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build:
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g++ *.c *.cpp -o app -lglfw -lGL
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33
Shaders/OG_F.glsl
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33
Shaders/OG_F.glsl
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@@ -0,0 +1,33 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform vec3 lightColor;
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uniform vec3 objectColor;
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void main()
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{
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// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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FragColor = vec4(result, 1.0);
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}
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17
Shaders/OG_V.glsl
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17
Shaders/OG_V.glsl
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@@ -0,0 +1,17 @@
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 texCoords;
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layout(location = 2) in vec3 aNormals;
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out vec3 FragPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 TexC;
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out vec3 Normal;
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void main()
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{
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FragPos = vec3(model * vec4(aPos,1.0));
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Normal = mat3(transpose(inverse(model))) * aNormals;
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TexC = vec2(texCoords.x,texCoords.y);
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gl_Position = projection * view * vec4(FragPos,1.0);
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}
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187
main.cpp
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187
main.cpp
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@@ -0,0 +1,187 @@
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#include"misc/headers.hpp"
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#include "shaderReader.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb/stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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#define w 1280
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#define h 720
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void input(GLFWwindow *window);
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,0.0f,-1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,0.0f,-1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,0.0f,-1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,0.0f,-1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,0.0f,-1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,0.0f,-1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,0.0f,1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,0.0f,1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,0.0f,1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,0.0f,1.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -1.0f,0.0f,0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -1.0f,0.0f,0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -1.0f,0.0f,0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -1.0f,0.0f,0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -1.0f,0.0f,0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -1.0f,0.0f,0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f,0.0f,0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f,0.0f,0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f,0.0f,0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f,0.0f,0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,0.0f,0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f,0.0f,0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,-1.0f,0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f,-1.0f,0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,-1.0f,0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,-1.0f,0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,-1.0f,0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,-1.0f,0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,1.0f,0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,1.0f,0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,1.0f,0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,1.0f,0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f,1.0f,0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,1.0f,0.0f
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};
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
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int main() {
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glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow *window = glfwCreateWindow(w, h, "title", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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gladLoadGL();
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Shader s("Shaders/OG_V.glsl", "Shaders/OG_F.glsl");
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s.use();
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uint32_t VAO, VBO, EBO, lightVAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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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, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE, 8 * sizeof(float),(void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE, 8 * sizeof(float), (void*)(5 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glGenVertexArrays(1, &lightVAO);
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glBindVertexArray(lightVAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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uint32_t tex1;
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glGenTextures(1,&tex1);
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glBindTexture(GL_TEXTURE_2D,tex1);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* data = stbi_load("test.png", &width,&height,&nrChannels,0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "failed to load test.png" << std::endl;
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}
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stbi_image_free(data);
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glEnable(GL_DEPTH_TEST);
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s.use();
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s.setInt("texture0", 0);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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input(window);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE0, tex1);
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s.use();
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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view = glm::translate(view,glm::vec3(0,0,-3));
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projection = glm::perspective(glm::radians(45.0f),(float)w/(float)h,0.1f,100.0f);
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s.setMat4("view", view);
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s.setMat4("projection", projection);
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s.setVec3("lightPos", glm::vec3(cos(glfwGetTime()),0,sin(glfwGetTime())));
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s.setVec3("lightColor", glm::vec3(1,1,1));
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s.setVec3("objectColor",glm::vec3(0.2,0.2,0.2));
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s.setVec3("viewPos",glm::vec3(0,0,-3));
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glBindVertexArray(VAO);
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for (uint16_t i = 0; i < 20; i++)
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{
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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model = glm::rotate(model,glm::radians(angle),glm::vec3(1,0.3,0.5));
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s.setMat4("model",model);
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glDrawArrays(GL_TRIANGLES,0,36);
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}
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s.use();
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glBindVertexArray(lightVAO);
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glm::mat4 model2 = glm::mat4(1.0f);
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model2 = glm::translate(model2, glm::vec3(cos(glfwGetTime()), 0, sin(glfwGetTime())));
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s.setMat4("model",model2);
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glDrawArrays(GL_TRIANGLES,0,36);
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glfwSwapBuffers(window);
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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void input(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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}
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3
misc/headers.hpp
Normal file
3
misc/headers.hpp
Normal file
@@ -0,0 +1,3 @@
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|
#include<glad/glad.h>
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|
#include<GLFW/glfw3.h>
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|
// this file is to stop helix "autoformatting" the headers
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169
shaderReader.hpp
Normal file
169
shaderReader.hpp
Normal file
@@ -0,0 +1,169 @@
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|
|
||||||
|
|
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|
#ifndef SHADER_H
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|
#define SHADER_H
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|
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|
#include <glad/glad.h>
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|
#include <glm/glm.hpp>
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|
|
||||||
|
#include <string>
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|
#include <fstream>
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|
#include <sstream>
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|
#include <iostream>
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|
|
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|
class Shader
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|
{
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||||||
|
public:
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|
unsigned int ID;
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|
// constructor generates the shader on the fly
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||||||
|
// ------------------------------------------------------------------------
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||||||
|
Shader(const char* vertexPath, const char* fragmentPath)
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|
{
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||||||
|
// 1. retrieve the vertex/fragment source code from filePath
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|
std::string vertexCode;
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|
std::string fragmentCode;
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|
std::ifstream vShaderFile;
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||||||
|
std::ifstream fShaderFile;
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||||||
|
// ensure ifstream objects can throw exceptions:
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||||||
|
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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||||||
|
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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||||||
|
try
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||||||
|
{
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||||||
|
// open files
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||||||
|
vShaderFile.open(vertexPath);
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||||||
|
fShaderFile.open(fragmentPath);
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||||||
|
std::stringstream vShaderStream, fShaderStream;
|
||||||
|
// read file's buffer contents into streams
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||||||
|
vShaderStream << vShaderFile.rdbuf();
|
||||||
|
fShaderStream << fShaderFile.rdbuf();
|
||||||
|
// close file handlers
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||||||
|
vShaderFile.close();
|
||||||
|
fShaderFile.close();
|
||||||
|
// convert stream into string
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||||||
|
vertexCode = vShaderStream.str();
|
||||||
|
fragmentCode = fShaderStream.str();
|
||||||
|
}
|
||||||
|
catch (std::ifstream::failure& e)
|
||||||
|
{
|
||||||
|
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
|
||||||
|
}
|
||||||
|
const char* vShaderCode = vertexCode.c_str();
|
||||||
|
const char * fShaderCode = fragmentCode.c_str();
|
||||||
|
// 2. compile shaders
|
||||||
|
unsigned int vertex, fragment;
|
||||||
|
// vertex shader
|
||||||
|
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||||
|
glCompileShader(vertex);
|
||||||
|
checkCompileErrors(vertex, "VERTEX");
|
||||||
|
// fragment Shader
|
||||||
|
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||||
|
glCompileShader(fragment);
|
||||||
|
checkCompileErrors(fragment, "FRAGMENT");
|
||||||
|
// shader Program
|
||||||
|
ID = glCreateProgram();
|
||||||
|
glAttachShader(ID, vertex);
|
||||||
|
glAttachShader(ID, fragment);
|
||||||
|
glLinkProgram(ID);
|
||||||
|
checkCompileErrors(ID, "PROGRAM");
|
||||||
|
// delete the shaders as they're linked into our program now and no longer necessary
|
||||||
|
glDeleteShader(vertex);
|
||||||
|
glDeleteShader(fragment);
|
||||||
|
|
||||||
|
}
|
||||||
|
// activate the shader
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void use() const
|
||||||
|
{
|
||||||
|
glUseProgram(ID);
|
||||||
|
}
|
||||||
|
// utility uniform functions
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setBool(const std::string &name, bool value) const
|
||||||
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setInt(const std::string &name, int value) const
|
||||||
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setFloat(const std::string &name, float value) const
|
||||||
|
{
|
||||||
|
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setVec2(const std::string &name, const glm::vec2 &value) const
|
||||||
|
{
|
||||||
|
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||||
|
}
|
||||||
|
void setVec2(const std::string &name, float x, float y) const
|
||||||
|
{
|
||||||
|
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setVec3(const std::string &name, const glm::vec3 &value) const
|
||||||
|
{
|
||||||
|
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||||
|
}
|
||||||
|
void setVec3(const std::string &name, float x, float y, float z) const
|
||||||
|
{
|
||||||
|
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setVec4(const std::string &name, const glm::vec4 &value) const
|
||||||
|
{
|
||||||
|
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||||
|
}
|
||||||
|
void setVec4(const std::string &name, float x, float y, float z, float w) const
|
||||||
|
{
|
||||||
|
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setMat2(const std::string &name, const glm::mat2 &mat) const
|
||||||
|
{
|
||||||
|
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setMat3(const std::string &name, const glm::mat3 &mat) const
|
||||||
|
{
|
||||||
|
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void setMat4(const std::string &name, const glm::mat4 &mat) const
|
||||||
|
{
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
// utility function for checking shader compilation/linking errors.
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
void checkCompileErrors(GLuint shader, std::string type)
|
||||||
|
{
|
||||||
|
GLint success;
|
||||||
|
GLchar infoLog[1024];
|
||||||
|
if (type != "PROGRAM")
|
||||||
|
{
|
||||||
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
Reference in New Issue
Block a user