feat: render per-vertex color triangle

- Add shader class for vertex/fragment program compilation
- Add vao class for vertex array object management
- Render RGB gradient triangle with interpolated vertex colors
This commit is contained in:
2026-05-05 22:05:40 +02:00
parent 90d013695d
commit df08210f77
6 changed files with 279 additions and 5 deletions
+2
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@@ -19,6 +19,8 @@ add_executable(cuber "cuber.cpp"
"cbt/opengl/buffer.cpp" "cbt/opengl/buffer.cpp"
"cbt/opengl/texture.cpp" "cbt/opengl/texture.cpp"
"cbt/opengl/descriptor.cpp" "cbt/opengl/descriptor.cpp"
"cbt/opengl/shader.cpp"
"cbt/opengl/vao.cpp"
) )
target_include_directories(cuber PRIVATE ".") target_include_directories(cuber PRIVATE ".")
target_compile_features(cuber PRIVATE cxx_std_23) target_compile_features(cuber PRIVATE cxx_std_23)
+110
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@@ -0,0 +1,110 @@
#include "cbt/opengl/shader.hpp"
#include <iostream>
#include <string>
#include "fmt/std.h"
namespace cbt::opengl {
shader::shader() {}
shader::~shader() {
if (m_id) {
glDeleteProgram(m_id);
}
}
shader::shader(shader&& other) noexcept
: m_id(other.m_id) {
other.m_id = 0;
}
shader& shader::operator=(shader&& other) noexcept {
if (this != &other) {
if (m_id) {
glDeleteProgram(m_id);
}
m_id = other.m_id;
other.m_id = 0;
}
return *this;
}
auto shader::compile_vertex(const char* source) -> bool {
auto vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &source, nullptr);
glCompileShader(vert);
GLint success;
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar info[512];
glGetShaderInfoLog(vert, 512, nullptr, info);
fmt::print("Vertex shader compile error:\n{}\n", info);
glDeleteShader(vert);
return false;
}
if (m_id) {
glDeleteProgram(m_id);
}
m_id = glCreateProgram();
glAttachShader(m_id, vert);
glDeleteShader(vert);
return true;
}
auto shader::compile_fragment(const char* source) -> bool {
auto frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &source, nullptr);
glCompileShader(frag);
GLint success;
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar info[512];
glGetShaderInfoLog(frag, 512, nullptr, info);
fmt::print("Fragment shader compile error:\n{}\n", info);
glDeleteShader(frag);
return false;
}
glAttachShader(m_id, frag);
glDeleteShader(frag);
return true;
}
auto shader::link() -> bool {
glLinkProgram(m_id);
GLint success;
glGetProgramiv(m_id, GL_LINK_STATUS, &success);
if (!success) {
GLchar info[512];
glGetProgramInfoLog(m_id, 512, nullptr, info);
fmt::print("Shader link error:\n{}\n", info);
glDeleteProgram(m_id);
m_id = 0;
return false;
}
return true;
}
auto shader::use() const -> void {
glUseProgram(m_id);
}
auto shader::unuse() const -> void {
glUseProgram(0);
}
auto shader::id() const -> GLuint {
return m_id;
}
auto shader::valid() const -> bool {
return m_id != 0;
}
}
+31
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@@ -0,0 +1,31 @@
#pragma once
#include <string>
#include "glad/glad.h"
namespace cbt::opengl {
class shader {
GLuint m_id = 0;
public:
shader();
~shader();
shader(const shader&) = delete;
shader& operator=(const shader&) = delete;
shader(shader&& other) noexcept;
shader& operator=(shader&& other) noexcept;
auto compile_vertex(const char* source) -> bool;
auto compile_fragment(const char* source) -> bool;
auto link() -> bool;
auto use() const -> void;
auto unuse() const -> void;
auto id() const -> GLuint;
auto valid() const -> bool;
};
}
+47
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@@ -0,0 +1,47 @@
#include "cbt/opengl/vao.hpp"
namespace cbt::opengl {
vao::vao() {
glGenVertexArrays(1, &m_id);
}
vao::~vao() {
if (m_id) {
glDeleteVertexArrays(1, &m_id);
}
}
vao::vao(vao&& other) noexcept
: m_id(other.m_id) {
other.m_id = 0;
}
vao& vao::operator=(vao&& other) noexcept {
if (this != &other) {
if (m_id) {
glDeleteVertexArrays(1, &m_id);
}
m_id = other.m_id;
other.m_id = 0;
}
return *this;
}
auto vao::bind() const -> void {
glBindVertexArray(m_id);
}
auto vao::unbind() const -> void {
glBindVertexArray(0);
}
auto vao::id() const -> GLuint {
return m_id;
}
auto vao::valid() const -> bool {
return m_id != 0;
}
}
+26
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@@ -0,0 +1,26 @@
#pragma once
#include "glad/glad.h"
namespace cbt::opengl {
class vao {
GLuint m_id = 0;
public:
vao();
~vao();
vao(const vao&) = delete;
vao& operator=(const vao&) = delete;
vao(vao&& other) noexcept;
vao& operator=(vao&& other) noexcept;
auto bind() const -> void;
auto unbind() const -> void;
auto id() const -> GLuint;
auto valid() const -> bool;
};
}
+63 -5
View File
@@ -2,20 +2,71 @@
#include "GLFW/glfw3.h" #include "GLFW/glfw3.h"
#include "cbt/opengl/context.hpp" #include "cbt/opengl/context.hpp"
#include "cbt/opengl/shader.hpp"
#include "cbt/opengl/buffer.hpp"
#include "cbt/opengl/vao.hpp"
#include <csignal> #include "asio.hpp"
#include <asio.hpp>
#include "glad/glad.h" #include "glad/glad.h"
auto main(int, char const*[]) -> int { auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
auto ctx = cbt::opengl::context("cuber", 1280, 720); auto ctx = cbt::opengl::context("cuber", 1280, 720);
if (!ctx.valid()) { if (!ctx.valid()) {
return 1; return 1;
} }
// compile shader
auto prog = cbt::opengl::shader();
const char* vert_src = R"glsl(
#version 410 core
layout(location = 0) in vec3 a_pos;
layout(location = 1) in vec3 a_color;
out vec3 v_color;
void main() {
gl_Position = vec4(a_pos, 1.0);
v_color = a_color;
}
)glsl";
const char* frag_src = R"glsl(
#version 410 core
in vec3 v_color;
out vec4 frag_color;
void main() {
frag_color = vec4(v_color, 1.0);
}
)glsl";
if (!prog.compile_vertex(vert_src) || !prog.compile_fragment(frag_src) || !prog.link()) {
return 1;
}
// vertex data: triangle with per-vertex colors
// red, green, blue corners
std::array<float, 18> vertices = {
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
};
auto vbo = cbt::opengl::buffer(cbt::opengl::buffer_type::vertex);
vbo.upload(vertices.data(), vertices.size() * sizeof(float));
// bind VAO and configure vertex attributes
auto vao = cbt::opengl::vao();
vao.bind();
vbo.bind();
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
reinterpret_cast<void*>(3 * sizeof(float)));
vbo.unbind();
vao.unbind();
// signal handling
asio::io_context io; asio::io_context io;
asio::signal_set signals(io, SIGINT, SIGTERM); asio::signal_set signals(io, SIGINT, SIGTERM);
bool quit = false; bool quit = false;
@@ -29,6 +80,7 @@ auto main(int, char const*[]) -> int {
while (io.poll()) {} while (io.poll()) {}
}; };
// render loop
while (!ctx.should_close()) { while (!ctx.should_close()) {
process_signals(); process_signals();
@@ -39,6 +91,12 @@ auto main(int, char const*[]) -> int {
glClearColor(0.6f, 0.8f, 1.0f, 1.0f); glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
prog.use();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, 3);
vao.unbind();
prog.unuse();
ctx.swap_buffers(); ctx.swap_buffers();
ctx.poll_events(); ctx.poll_events();
} }