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gl1_gradient.cpp
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gl1_gradient.cpp
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// Example gl1_gradient
// - Demonstrates the use of a dynamically generated gradient in GLSL
// - Displays color gradient on a triangle using OpenGL
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <ppgso/ppgso.h>
#include <shaders/color_frag_glsl.h>
#include <shaders/color_vert_glsl.h>
using namespace std;
using namespace glm;
using namespace ppgso;
const unsigned int SIZE = 512;
/*!
* Custom window that will display a gradient with OpenGL
* Inherits from ppgso::Window which hides implementation using the glfw library
*/
class GradientWindow : public Window {
private:
// Vertices a single triangle
vector<vec3> vertex_buffer{
// x, y
{0.0f, 0.8f, 0.0f},
{0.8f, -0.8f, 0.0f},
{-0.8f, -0.8f, 0.0f},
};
// Colors for vertices
vector<vec3> color_buffer{
// r, g, b
{1.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0, 0.0f, 1.0f},
};
// Shader program to use for rendering
Shader program = {color_vert_glsl, color_frag_glsl};
// OpenGL object handles to keep track of
GLuint vao = 0;
GLuint vbo = 0;
GLuint cbo = 0;
public:
/*!
* Window constructor that will initialize needed OpenGL resources
*/
GradientWindow() : Window{"gl1_gradient", SIZE, SIZE} {
// Generate a vertex array object
// This keeps track of our data buffers
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Generate a vertex buffer object, this will feed data to the vertex shader
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertex_buffer.size() * sizeof(vec3), vertex_buffer.data(), GL_STATIC_DRAW);
// Setup vertex array lookup, this tells the shader how to pick data for the "Position" input
auto position_attrib = program.getAttribLocation("Position");
glVertexAttribPointer(position_attrib, sizeof(vec3)/sizeof(float), GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(position_attrib);
// Same thing for colors
glGenBuffers(1, &cbo);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glBufferData(GL_ARRAY_BUFFER, color_buffer.size() * sizeof(vec3), color_buffer.data(), GL_STATIC_DRAW);
auto color_attrib = program.getAttribLocation("Color");
glVertexAttribPointer(color_attrib, sizeof(vec3)/sizeof(float), GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(color_attrib);
// Set Matrices to identity so there are no projections/transformations applied in the vertex shader
program.setUniform("ModelMatrix", mat4{1.0f});
program.setUniform("ViewMatrix", mat4{1.0f});
program.setUniform("ProjectionMatrix", mat4{1.0f});
}
/*!
* Window destructor that will free OpenGL resources
*/
~GradientWindow() override {
// Clean up all OpenGL objects
glDeleteBuffers(1, &cbo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
}
/*!
* Window refresh implementation that will be called automatically from pollEvents when needed
*/
void onRefresh() override {
// Set gray background
glClearColor(.5, .5, .5, 0);
// Clear depth and color buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw triangles using the program
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei) vertex_buffer.size());
}
};
int main() {
// Create a window with OpenGL 3.3 enabled
GradientWindow window;
// Main execution loop
while (window.pollEvents()) {}
return EXIT_SUCCESS;
}