refactor: split into static libraries and restructure scenes
- Create cbt_opengl static library for OpenGL abstraction - Create cbt_scene static library for base scene class - Create scenes_cube static library for cube scene - Move scene base to cbt/ (utility), scenes to root scenes/ - Link libraries in dependency chain: cuber -> scenes -> cbt_scene -> cbt_opengl
This commit is contained in:
+31
-3
@@ -18,8 +18,8 @@ find_package(glad REQUIRED)
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find_package(asio REQUIRED)
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find_package(asio REQUIRED)
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find_package(glm REQUIRED)
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find_package(glm REQUIRED)
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# Target setup
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# OpenGL abstraction library
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add_executable(cuber "cuber.cpp"
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add_library(cbt_opengl STATIC
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"cbt/opengl/context.cpp"
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"cbt/opengl/context.cpp"
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"cbt/opengl/buffer.cpp"
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"cbt/opengl/buffer.cpp"
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"cbt/opengl/texture.cpp"
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"cbt/opengl/texture.cpp"
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@@ -27,8 +27,36 @@ add_executable(cuber "cuber.cpp"
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"cbt/opengl/shader.cpp"
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"cbt/opengl/shader.cpp"
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"cbt/opengl/vao.cpp"
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"cbt/opengl/vao.cpp"
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)
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)
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target_include_directories(cbt_opengl PRIVATE ".")
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target_compile_features(cbt_opengl PRIVATE cxx_std_23)
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target_compile_options(cbt_opengl PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(cbt_opengl PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(cbt_opengl PUBLIC fmt::fmt glfw::glfw glad::glad)
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# Scene base library
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add_library(cbt_scene STATIC
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"cbt/scene.cpp"
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)
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target_include_directories(cbt_scene PRIVATE ".")
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target_compile_features(cbt_scene PRIVATE cxx_std_23)
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target_compile_options(cbt_scene PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(cbt_scene PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(cbt_scene PUBLIC cbt_opengl)
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# Application scenes
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add_library(scenes_cube STATIC
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"scenes/cube.cpp"
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)
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target_include_directories(scenes_cube PRIVATE ".")
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target_compile_features(scenes_cube PRIVATE cxx_std_23)
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target_compile_options(scenes_cube PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(scenes_cube PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(scenes_cube PUBLIC cbt_scene glm::glm)
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# Main executable
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add_executable(cuber "cuber.cpp")
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target_include_directories(cuber PRIVATE ".")
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target_include_directories(cuber PRIVATE ".")
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target_compile_features(cuber PRIVATE cxx_std_23)
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target_compile_features(cuber PRIVATE cxx_std_23)
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target_compile_options(cuber PRIVATE ${BASE_OPTIONS})
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target_compile_options(cuber PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(cuber PRIVATE ${BASE_DEFINITIONS})
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target_compile_definitions(cuber PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(cuber PRIVATE fmt::fmt glfw::glfw glad::glad asio::asio glm::glm ${BASE_LIBRARIES})
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target_link_libraries(cuber PRIVATE cbt_scene scenes_cube asio::asio ${BASE_LIBRARIES})
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@@ -0,0 +1,13 @@
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#include "cbt/scene.hpp"
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namespace cbt {
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auto scene::init() -> bool {
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return true;
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}
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auto scene::update(float) -> void {}
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auto scene::render() -> void {}
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}
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@@ -0,0 +1,16 @@
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#pragma once
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#include <chrono>
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namespace cbt {
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class scene {
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public:
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virtual ~scene() = default;
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virtual auto init() -> bool;
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virtual auto update(float delta_time) -> void;
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virtual auto render() -> void;
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};
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}
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@@ -2,18 +2,11 @@
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#include "GLFW/glfw3.h"
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#include "GLFW/glfw3.h"
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#include "cbt/opengl/context.hpp"
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#include "cbt/opengl/context.hpp"
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#include "cbt/opengl/shader.hpp"
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#include "scenes/cube.hpp"
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#include "cbt/opengl/buffer.hpp"
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#include "cbt/opengl/vao.hpp"
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#include <chrono>
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#include <csignal>
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#include <asio.hpp>
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#include <asio.hpp>
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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 "glad/glad.h"
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auto main(int, char const*[]) -> int {
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auto main(int, char const*[]) -> int {
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auto ctx = cbt::opengl::context("cuber", 1280, 720);
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auto ctx = cbt::opengl::context("cuber", 1280, 720);
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@@ -22,106 +15,11 @@ auto main(int, char const*[]) -> int {
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return 1;
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return 1;
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}
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}
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// compile shader
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auto scn = cbt::scenes::cube();
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auto prog = cbt::opengl::shader();
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if (!scn.init()) {
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char const* vert_src = R"glsl(
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#version 410 core
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec3 a_color;
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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out vec3 v_color;
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void main() {
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gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
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v_color = a_color;
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}
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)glsl";
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char const* frag_src = R"glsl(
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#version 410 core
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in vec3 v_color;
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out vec4 frag_color;
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void main() {
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frag_color = vec4(v_color, 1.0);
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}
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)glsl";
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if (!prog.compile_vertex(vert_src) || !prog.compile_fragment(frag_src) || !prog.link()) {
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return 1;
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return 1;
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}
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}
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// cube vertices: 6 faces, 2 triangles per face, 3 verts each = 36 vertices
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// each vertex: x, y, z, r, g, b
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std::array<float, 36 * 6> vertices = {
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// front face (cyan)
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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// back face (magenta)
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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// top face (yellow)
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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// bottom face (white)
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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// right face (lime)
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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// left face (orange)
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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};
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auto vbo = cbt::opengl::buffer(cbt::opengl::buffer_type::vertex);
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vbo.upload(vertices.data(), vertices.size() * sizeof(float));
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// bind VAO and configure vertex attributes
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auto vao = cbt::opengl::vao();
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vao.bind();
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vbo.bind();
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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reinterpret_cast<void*>(3 * sizeof(float)));
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vbo.unbind();
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vao.unbind();
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// enable depth testing
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glEnable(GL_DEPTH_TEST);
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// signal handling
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// signal handling
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asio::io_context io;
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asio::io_context io;
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asio::signal_set signals(io, SIGINT, SIGTERM);
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asio::signal_set signals(io, SIGINT, SIGTERM);
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@@ -137,7 +35,7 @@ auto main(int, char const*[]) -> int {
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};
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};
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// render loop
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// render loop
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auto start = std::chrono::steady_clock::now();
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auto prev = std::chrono::steady_clock::now();
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while (!ctx.should_close()) {
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while (!ctx.should_close()) {
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process_signals();
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process_signals();
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@@ -147,26 +45,11 @@ auto main(int, char const*[]) -> int {
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}
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}
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auto now = std::chrono::steady_clock::now();
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auto now = std::chrono::steady_clock::now();
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auto elapsed = std::chrono::duration<float>(now - start).count();
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auto dt = std::chrono::duration<float>(now - prev).count();
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prev = now;
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glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
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scn.update(dt);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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scn.render();
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// compute MVP matrices
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auto aspect = 1280.0f / 720.0f;
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auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
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auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
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prog.use();
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glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_proj"), 1, GL_FALSE, glm::value_ptr(proj));
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glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_model"), 1, GL_FALSE, glm::value_ptr(model));
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vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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vao.unbind();
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prog.unuse();
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ctx.swap_buffers();
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ctx.swap_buffers();
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ctx.poll_events();
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ctx.poll_events();
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+149
@@ -0,0 +1,149 @@
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#include "scenes/cube.hpp"
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#include <array>
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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 "glad/glad.h"
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namespace cbt::scenes {
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cube::cube() {
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m_start = std::chrono::steady_clock::now();
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}
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auto cube::init() -> bool {
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if (!build_shader()) {
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return false;
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}
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build_mesh();
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glEnable(GL_DEPTH_TEST);
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return true;
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}
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auto cube::update(float) -> void {}
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auto cube::render() -> void {
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auto now = std::chrono::steady_clock::now();
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auto elapsed = std::chrono::duration<float>(now - m_start).count();
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glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto aspect = 1280.0f / 720.0f;
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auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
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auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
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m_prog.use();
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glUniformMatrix4fv(m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj));
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glUniformMatrix4fv(m_loc_view, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(m_loc_model, 1, GL_FALSE, glm::value_ptr(model));
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m_vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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m_vao.unbind();
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m_prog.unuse();
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}
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auto cube::build_mesh() -> void {
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std::array<float, 36 * 6> vertices = {
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// front face (cyan)
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||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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||||||
|
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||||||
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// back face (magenta)
|
||||||
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
// top face (yellow)
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
// bottom face (white)
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
|
||||||
|
|
||||||
|
// right face (lime)
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
// left face (orange)
|
||||||
|
-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
|
||||||
|
};
|
||||||
|
|
||||||
|
m_vbo.upload(vertices.data(), vertices.size() * sizeof(float));
|
||||||
|
|
||||||
|
m_vao.bind();
|
||||||
|
m_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)));
|
||||||
|
m_vbo.unbind();
|
||||||
|
m_vao.unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
auto cube::build_shader() -> bool {
|
||||||
|
char const* vert_src = R"glsl(
|
||||||
|
#version 410 core
|
||||||
|
layout(location = 0) in vec3 a_pos;
|
||||||
|
layout(location = 1) in vec3 a_color;
|
||||||
|
uniform mat4 u_model;
|
||||||
|
uniform mat4 u_view;
|
||||||
|
uniform mat4 u_proj;
|
||||||
|
out vec3 v_color;
|
||||||
|
void main() {
|
||||||
|
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
||||||
|
v_color = a_color;
|
||||||
|
}
|
||||||
|
)glsl";
|
||||||
|
|
||||||
|
char const* 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 (!m_prog.compile_vertex(vert_src) || !m_prog.compile_fragment(frag_src) || !m_prog.link()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj");
|
||||||
|
m_loc_view = glGetUniformLocation(m_prog.id(), "u_view");
|
||||||
|
m_loc_model = glGetUniformLocation(m_prog.id(), "u_model");
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "cbt/scene.hpp"
|
||||||
|
|
||||||
|
#include "cbt/opengl/shader.hpp"
|
||||||
|
#include "cbt/opengl/buffer.hpp"
|
||||||
|
#include "cbt/opengl/vao.hpp"
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
namespace cbt::scenes {
|
||||||
|
|
||||||
|
class cube final : public scene {
|
||||||
|
opengl::shader m_prog;
|
||||||
|
opengl::buffer m_vbo;
|
||||||
|
opengl::vao m_vao;
|
||||||
|
|
||||||
|
GLint m_loc_proj = -1;
|
||||||
|
GLint m_loc_view = -1;
|
||||||
|
GLint m_loc_model = -1;
|
||||||
|
|
||||||
|
std::chrono::steady_clock::time_point m_start;
|
||||||
|
|
||||||
|
auto build_mesh() -> void;
|
||||||
|
auto build_shader() -> bool;
|
||||||
|
|
||||||
|
public:
|
||||||
|
cube();
|
||||||
|
auto init() -> bool override;
|
||||||
|
auto update(float delta_time) -> void override;
|
||||||
|
auto render() -> void override;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user