Modified CMake to now find and link GLEW

Slight tweaks to how CMake interacts with VS
Added small OpenGL testing class which draws over the raycasted image
Going to use Gl to start helping with debug / enabling hybrid rendering
This commit is contained in:
MitchellHansen
2016-11-28 22:00:55 -08:00
parent 95ac8d4e5c
commit 5e58ade16f
7 changed files with 208 additions and 15 deletions

118
src/GL_Testing.cpp Normal file
View File

@@ -0,0 +1,118 @@
#include "GL_Testing.h"
GL_Testing::GL_Testing() {
GLint err = glewInit();
if (err) {
std::cout << "error initializing glew" << std::endl;
}
}
void GL_Testing::compile_shader(std::string file_path, Shader_Type t) {
// Load in the source and cstring it
const char* source;
std::string tmp;
tmp = read_file(file_path);
source = tmp.c_str();
GLint success;
GLchar log[512];
if (t == Shader_Type::VERTEX) {
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, log);
std::cout << "Vertex shader failed compilation: " << log << std::endl;
}
} else if (t == Shader_Type::FRAGMENT) {
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, log);
std::cout << "Vertex shader failed compilation: " << log << std::endl;
}
}
}
void GL_Testing::create_program() {
GLint success;
GLchar log[512];
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_program, 512, NULL, log);
std::cout << "Failed to link shaders into program: " << log << std::endl;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
}
void GL_Testing::create_buffers() {
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, // Top Right
0.5f, -0.5f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f // Top Left
};
GLuint indices[] = { // Note that we start from 0!
0, 1, 3 // First Triangle
// Second Triangle
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0);
}
void GL_Testing::draw() {
glUseProgram(shader_program);
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
//