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ColorTextureProgram.cpp
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ColorTextureProgram.cpp
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#include "ColorTextureProgram.hpp"
#include "gl_compile_program.hpp"
#include "gl_errors.hpp"
Load< ColorTextureProgram > color_texture_program(LoadTagEarly);
ColorTextureProgram::ColorTextureProgram() {
//Compile vertex and fragment shaders using the convenient 'gl_compile_program' helper function:
program = gl_compile_program(
//vertex shader:
"#version 330\n"
"uniform mat4 OBJECT_TO_CLIP;\n"
"in vec4 Position;\n"
"in vec4 Color;\n"
"in vec2 TexCoord;\n"
"out vec4 color;\n"
"out vec2 texCoord;\n"
"void main() {\n"
" gl_Position = OBJECT_TO_CLIP * Position;\n"
" color = Color;\n"
" texCoord = TexCoord;\n"
"}\n"
,
//fragment shader:
"#version 330\n"
"uniform sampler2D TEX;\n"
"in vec4 color;\n"
"in vec2 texCoord;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" fragColor = texture(TEX, texCoord) * color;\n"
"}\n"
);
//As you can see above, adjacent strings in C/C++ are concatenated.
// this is very useful for writing long shader programs inline.
//look up the locations of vertex attributes:
Position_vec4 = glGetAttribLocation(program, "Position");
Color_vec4 = glGetAttribLocation(program, "Color");
TexCoord_vec2 = glGetAttribLocation(program, "TexCoord");
//look up the locations of uniforms:
OBJECT_TO_CLIP_mat4 = glGetUniformLocation(program, "OBJECT_TO_CLIP");
GLuint TEX_sampler2D = glGetUniformLocation(program, "TEX");
//set TEX to always refer to texture binding zero:
glUseProgram(program); //bind program -- glUniform* calls refer to this program now
glUniform1i(TEX_sampler2D, 0); //set TEX to sample from GL_TEXTURE0
glUseProgram(0); //unbind program -- glUniform* calls refer to ??? now
}
ColorTextureProgram::~ColorTextureProgram() {
glDeleteProgram(program);
program = 0;
}