3.2.shaders_interpolation.bmx 5.0 KB

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  1. ' https://learnopengl.com/
  2. SuperStrict
  3. Framework GLFW.GLFWWindow
  4. Import GLFW.GLFW
  5. Import GLFW.GLFWOpenGL
  6. Import GLFW.GLFWSystem
  7. Import BRL.StandardIO
  8. Local app_name:String = "Shaders Interpolation"
  9. Const SCR_WIDTH:UInt = 800
  10. Const SCR_HEIGHT:UInt = 600
  11. Type TGameWindow Extends TGLFWWindow
  12. ' whenever the window size changed (by OS or user resize) this callback method executes
  13. Method OnFrameBufferSize (width:Int, height:Int)
  14. ' make sure the viewport matches the new window dimensions; note that width and
  15. ' height will be significantly larger than specified on retina displays.
  16. glViewport (0, 0, width, height)
  17. EndMethod
  18. EndType
  19. ' process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
  20. Function ProcessInput (window:TGLFWWindow)
  21. If window.IsKeyDown (GLFW_KEY_ESCAPE)
  22. window.SetShouldClose (True)
  23. EndIf
  24. EndFunction
  25. ' glfw: initialize and configure
  26. TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MAJOR, 3)
  27. TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MINOR, 3)
  28. TGLFWWindow.Hint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
  29. ?MacOS ' Ewww...
  30. TGLFWWindow.Hint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE)
  31. ?
  32. ' glfw window creation
  33. Local window:TGLFWWindow = New TGameWindow.Create (SCR_WIDTH, SCR_HEIGHT, app_name)
  34. If Not window
  35. Print "Failed to create GLFW window!"
  36. End
  37. EndIf
  38. window.MakeContextCurrent ()
  39. ' glad: load all OpenGL function pointers
  40. gladLoadGL (glfwGetProcAddress)
  41. ' build and compile our shader program
  42. Local vertexShaderSource:String
  43. vertexShaderSource :+ "#version 330 core~n"
  44. vertexShaderSource :+ "layout (location = 0) in vec3 aPos;~n"
  45. vertexShaderSource :+ "layout (location = 1) in vec3 aColor;~n"
  46. vertexShaderSource :+ "out vec3 ourColor;~n"
  47. vertexShaderSource :+ "void main()~n"
  48. vertexShaderSource :+ "{~n"
  49. vertexShaderSource :+ " gl_Position = vec4(aPos, 1.0);~n"
  50. vertexShaderSource :+ " ourColor = aColor;~n"
  51. vertexShaderSource :+ "}~n"
  52. ' vertex shader
  53. Local vertexShader:Int = glCreateShader (GL_VERTEX_SHADER)
  54. glShaderSource (vertexShader, 1, vertexShaderSource)
  55. glCompileShader (vertexShader)
  56. Local success:Int
  57. Local infoLog:String
  58. glGetShaderiv (vertexShader, GL_COMPILE_STATUS, Varptr success)
  59. If Not success
  60. infoLog = glGetShaderInfoLog(vertexShader)
  61. Print "Vertex shader compilation failed: " + infoLog
  62. EndIf
  63. Local fragmentShaderSource:String
  64. fragmentShaderSource :+ "#version 330 core~n"
  65. fragmentShaderSource :+ "out vec4 FragColor;~n"
  66. fragmentShaderSource :+ "in vec3 ourColor;~n"
  67. fragmentShaderSource :+ "void main()~n"
  68. fragmentShaderSource :+ "{~n"
  69. fragmentShaderSource :+ " FragColor = vec4(ourColor, 1.0f);~n"
  70. fragmentShaderSource :+ "}~n"
  71. ' fragment shader
  72. Local fragmentShader:Int = glCreateShader (GL_FRAGMENT_SHADER)
  73. glShaderSource (fragmentShader, 1, fragmentShaderSource)
  74. glCompileShader (fragmentShader)
  75. ' check for shader compile errors
  76. glGetShaderiv (fragmentShader, GL_COMPILE_STATUS, Varptr success)
  77. If Not success
  78. infoLog = glGetShaderInfoLog(fragmentShader)
  79. Print "Fragment shader compilation failed: " + infoLog
  80. EndIf
  81. ' link shaders
  82. Local shaderProgram:Int = glCreateProgram ()
  83. glAttachShader (shaderProgram, vertexShader)
  84. glAttachShader (shaderProgram, fragmentShader)
  85. glLinkProgram (shaderProgram)
  86. ' check for linking errors
  87. glGetProgramiv (shaderProgram, GL_LINK_STATUS, Varptr success)
  88. If Not success
  89. infoLog = glGetProgramInfoLog (shaderProgram)
  90. Print "Shader program linking failed: " + infoLog
  91. EndIf
  92. glDeleteShader (vertexShader)
  93. glDeleteShader (fragmentShader)
  94. ' set up vertex data (and buffer(s)) and configure vertex attributes
  95. Local vertices:Float [] = [..
  96. 0.5, -0.5, 0.0, 1.0, 0.0, 0.0, ..
  97. -0.5, -0.5, 0.0, 0.0, 1.0, 0.0, ..
  98. 0.0, 0.5, 0.0, 0.0, 0.0, 1.0]
  99. Local VBO:UInt
  100. Local VAO:UInt
  101. glGenVertexArrays (1, Varptr VAO)
  102. glGenBuffers (1, Varptr VBO)
  103. ' bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
  104. glBindVertexArray (VAO)
  105. glBindBuffer (GL_ARRAY_BUFFER, VBO)
  106. glBufferData (GL_ARRAY_BUFFER, Int(vertices.length * SizeOf (0:Float)), vertices, GL_STATIC_DRAW)
  107. ' position attribute
  108. glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, Int(6 * SizeOf (0:Float)), 0:Byte Ptr)
  109. glEnableVertexAttribArray (0)
  110. Local attribute_offset:Int = 3 * SizeOf (0:Float)
  111. ' color attribute
  112. glVertexAttribPointer (1, 3, GL_FLOAT, GL_FALSE, Int(6 * SizeOf (0:Float)), Byte Ptr (attribute_offset))
  113. glEnableVertexAttribArray (1)
  114. ' as we only have a single shader, we could also just activate our shader once beforehand if we want to
  115. glUseProgram (shaderProgram)
  116. ' render loop
  117. ' -----------
  118. While Not window.ShouldClose ()
  119. ' input
  120. ' -----
  121. ProcessInput (window)
  122. ' render
  123. ' ------
  124. glClearColor (0.2, 0.3, 0.3, 1.0)
  125. glClear (GL_COLOR_BUFFER_BIT)
  126. ' render the triangle
  127. glBindVertexArray (VAO)
  128. glDrawArrays (GL_TRIANGLES, 0, 3)
  129. ' glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
  130. window.SwapBuffers ()
  131. PollSystem ()
  132. Wend
  133. ' optional: de-allocate all resources once they've outlived their purpose
  134. glDeleteVertexArrays (1, Varptr VAO)
  135. glDeleteBuffers (1, Varptr VBO)
  136. End