opengl-learn

step-by-step introduction to OpenGL ES 2.0
git clone https://0xdd.org/code/opengl-learn.git
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commit cc905a9753a0742bdcdced04e7ca2b673c3347c2
parent 6d0b1f454360a1c91091f453598e702af56de31d
Author: David DiPaola <DavidDiPaola@users.noreply.github.com>
Date:   Wed, 27 Jun 2018 08:05:30 -0400

02, 03: updated 02's shader variables to match 03

Diffstat:
02-cube.c | 35++++++++++++++++++-----------------
03-texture.c | 2+-
2 files changed, 19 insertions(+), 18 deletions(-)

diff --git a/02-cube.c b/02-cube.c @@ -19,29 +19,30 @@ int main() { GLFWwindow * window = ogl_init(400, 240, "02 - cube"); + /* vu: vertex uniform, va: vertex attribute, fu: fragment uniform, fv: fragment varying */ const char * program_vertex_source = "#version 100" "\n" "precision highp float;" "\n" - "uniform mat4 uniform_MVP;" "\n" /* uniforms are inputs to vertex shaders that don't change per-vertex */ - "attribute vec3 attribute_position;" "\n" /* attributes are inputs to vertex shaders */ - "attribute vec3 attribute_color;" "\n" - "varying vec4 varying_color;" "\n" /* varyings are outputs of vertex shaders and inputs to fragment shaders */ + "uniform mat4 vu_vertex_MVP;" "\n" /* uniforms are inputs to vertex and fragment shaders that don't change per-vertex */ + "attribute vec3 va_vertex_position;" "\n" /* attributes are inputs to vertex shaders */ + "attribute vec3 va_vertex_color;" "\n" + "varying vec4 fv_vertex_color;" "\n" /* varyings are outputs of vertex shaders and inputs to fragment shaders */ "void main(){" "\n" - " gl_Position = uniform_MVP * vec4(attribute_position,1);" "\n" - " varying_color = vec4(attribute_color,1);" "\n" + " gl_Position = vu_vertex_MVP * vec4(va_vertex_position,1);" "\n" + " fv_vertex_color = vec4(va_vertex_color,1);" "\n" "}" "\n" ; const char * program_fragment_source = "#version 100" "\n" "precision lowp float;" "\n" - "varying vec4 varying_color;" "\n" + "varying vec4 fv_vertex_color;" "\n" "void main() {" "\n" - " gl_FragColor = varying_color;" "\n" + " gl_FragColor = fv_vertex_color;" "\n" "}" "\n" ; GLuint program_ID = ogl_program_build(program_vertex_source, program_fragment_source); - GLint program_attribute_position_ID = glGetAttribLocation(program_ID, "attribute_position"); - GLint program_attribute_color_ID = glGetAttribLocation(program_ID, "attribute_color"); + GLint program_va_vertex_position_ID = glGetAttribLocation(program_ID, "va_vertex_position"); + GLint program_va_vertex_color_ID = glGetAttribLocation(program_ID, "va_vertex_color"); struct ogl_mat4f MVP_projection; ogl_perspective(45.0f, 0.1f, 100.0f, &MVP_projection); @@ -100,21 +101,21 @@ main() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program_ID); - ogl_program_uniform_set_mat4f(program_ID, "uniform_MVP", MVP); + ogl_program_uniform_set_mat4f(program_ID, "vu_vertex_MVP", MVP); - glEnableVertexAttribArray(program_attribute_position_ID); + glEnableVertexAttribArray(program_va_vertex_position_ID); glBindBuffer(GL_ARRAY_BUFFER, cube_vertexbuffer_ID); - glVertexAttribPointer(program_attribute_position_ID, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0); + glVertexAttribPointer(program_va_vertex_position_ID, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0); - glEnableVertexAttribArray(program_attribute_color_ID); + glEnableVertexAttribArray(program_va_vertex_color_ID); glBindBuffer(GL_ARRAY_BUFFER, cube_colorbuffer_ID); - glVertexAttribPointer(program_attribute_color_ID, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0); + glVertexAttribPointer(program_va_vertex_color_ID, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0); glDrawArrays(GL_TRIANGLES, 0, cube_vertexbuffer_data_vertexes); glBindBuffer(GL_ARRAY_BUFFER, 0); - glDisableVertexAttribArray(program_attribute_position_ID); - glDisableVertexAttribArray(program_attribute_color_ID); + glDisableVertexAttribArray(program_va_vertex_position_ID); + glDisableVertexAttribArray(program_va_vertex_color_ID); glfwSwapBuffers(window); glfwPollEvents(); diff --git a/03-texture.c b/03-texture.c @@ -184,7 +184,7 @@ main() { glDeleteBuffers(1, &cube_vertexbuffer_ID); glDeleteBuffers(1, &cube_texture_UVbuffer_ID); - //glDeleteBuffers(1, &cube_colorbuffer_ID); + glDeleteBuffers(1, &cube_colorbuffer_ID); glDeleteProgram(program_ID); //glDeleteTextures(1, &program_uniform_texturesampler_ID);