style: fomatted to LLVM

This commit is contained in:
2025-08-27 13:54:40 +02:00
parent ae44554bf4
commit 80ec31a8ce
2 changed files with 39 additions and 50 deletions

View File

@@ -1,33 +1,35 @@
#include <GL/glew.h> #include <GL/glew.h>
class FullScreenQuad { class FullScreenQuad {
private: private:
unsigned int vao; unsigned int vao;
public: public:
FullScreenQuad(); FullScreenQuad();
int getVAO() { return vao; } int getVAO() { return vao; }
}; };
FullScreenQuad::FullScreenQuad() { FullScreenQuad::FullScreenQuad() {
float quadVertices[] = { // vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates. float quadVertices[] = {// vertex attributes for a quad that fills the
// entire screen in Normalized Device Coordinates.
// positions // texCoords // positions // texCoords
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f,
1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
unsigned int vbo; unsigned int vbo;
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo); glGenBuffers(1, &vbo);
glBindVertexArray(vao); glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)(2 * sizeof(float)));
} }

View File

@@ -1,8 +1,7 @@
#include "FullScreenQuad.hpp"
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cstdio> #include <cstdio>
#include "FullScreenQuad.hpp"
const char *vertexShaderSource = const char *vertexShaderSource =
#include "fsq.vs" #include "fsq.vs"
@@ -17,13 +16,11 @@ const char *fragmentShaderSource =
glViewport(0, 0, wdth, height); glViewport(0, 0, wdth, height);
}*/ }*/
void processInput(GLFWwindow *window) void processInput(GLFWwindow *window) {
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
} }
unsigned int compVertexShader() { unsigned int compVertexShader() {
unsigned int vertexShader; unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER); vertexShader = glCreateShader(GL_VERTEX_SHADER);
@@ -38,10 +35,10 @@ unsigned int compFragmentShader() {
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader); glCompileShader(fragmentShader);
// Print shader comp error
GLint isCompiled = 0; GLint isCompiled = 0;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE) if (isCompiled == GL_FALSE) {
{
GLint maxLength = 0; GLint maxLength = 0;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
@@ -51,7 +48,6 @@ unsigned int compFragmentShader() {
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, errorLog); glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, errorLog);
printf("\nFrag Log: %s\n", errorLog); printf("\nFrag Log: %s\n", errorLog);
} }
return fragmentShader; return fragmentShader;
@@ -72,9 +68,7 @@ unsigned int compShader() {
return shaderProgram; return shaderProgram;
} }
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
} }
@@ -87,8 +81,7 @@ int main(int argc, char** argv) {
window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL); window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
if (!window) if (!window) {
{
glfwTerminate(); glfwTerminate();
return -1; return -1;
} }
@@ -101,26 +94,21 @@ int main(int argc, char** argv) {
return 1; return 1;
} }
glViewport(0, 0, 800, 600); glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
unsigned int shaderProgramm = compShader(); unsigned int shaderProgramm = compShader();
FullScreenQuad fsq{}; FullScreenQuad fsq{};
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window)) {
{
processInput(window); processInput(window);
/* Render here */ /* Render here */
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgramm); glUseProgram(shaderProgramm);
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
@@ -135,4 +123,3 @@ int main(int argc, char** argv) {
glfwTerminate(); glfwTerminate();
} }