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2 Commits

4 changed files with 33 additions and 49 deletions

1
.gitignore vendored
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@@ -1 +1,2 @@
build/*
.vscode

13
fsq.vs Normal file
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@@ -0,0 +1,13 @@
R"###(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}
)###";

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@@ -3,26 +3,14 @@
#include <cstdio>
#include "FullScreenQuad.hpp"
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
const char *vertexShaderSource =
#include "fsq.vs"
;
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
const char *fragmentShaderSource =
#include "sdf.fs"
;
/*void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
@@ -35,27 +23,6 @@ void processInput(GLFWwindow *window)
glfwSetWindowShouldClose(window, true);
}
unsigned int initVBO() {
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
return VBO;
}
unsigned int initVAO() {
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 2. copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, initVBO());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 3. then set our vertex attributes pointers
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
return VAO;
}
unsigned int compVertexShader() {
unsigned int vertexShader;
@@ -88,10 +55,6 @@ unsigned int compShader() {
return shaderProgram;
}
void linkVBO() {
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
@@ -128,7 +91,6 @@ int main(int argc, char** argv) {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
unsigned int shaderProgramm = compShader();
unsigned int VAO = initVAO();
FullScreenQuad fsq{};
@@ -144,7 +106,6 @@ int main(int argc, char** argv) {
glUseProgram(shaderProgramm);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(fsq.getVAO());
glDrawArrays(GL_TRIANGLES, 0, 6);

9
sdf.fs Normal file
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@@ -0,0 +1,9 @@
R"###(
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
)###";