Files
cuber/cuber.cpp
T
portersky df08210f77 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
2026-05-05 22:05:40 +02:00

106 lines
2.6 KiB
C++

#define GLFW_INCLUDE_NONE
#include "GLFW/glfw3.h"
#include "cbt/opengl/context.hpp"
#include "cbt/opengl/shader.hpp"
#include "cbt/opengl/buffer.hpp"
#include "cbt/opengl/vao.hpp"
#include "asio.hpp"
#include "glad/glad.h"
auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
auto ctx = cbt::opengl::context("cuber", 1280, 720);
if (!ctx.valid()) {
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::signal_set signals(io, SIGINT, SIGTERM);
bool quit = false;
signals.async_wait([&](auto, auto) {
quit = true;
io.stop();
});
auto process_signals = [&]() -> void {
while (io.poll()) {}
};
// render loop
while (!ctx.should_close()) {
process_signals();
if (quit || glfwGetKey(ctx.raw(), GLFW_KEY_Q) == GLFW_PRESS) {
break;
}
glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
prog.use();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, 3);
vao.unbind();
prog.unuse();
ctx.swap_buffers();
ctx.poll_events();
}
return 0;
}