--- a/Shark.cpp Tue Nov 28 22:45:33 2023 +0100
+++ b/Shark.cpp Wed Nov 29 01:11:19 2023 +0100
@@ -237,13 +237,13 @@
glm::radians(ctx.fov),
width / height,
0.1f, 100.0f);
- glUniformMatrix4fv(ProgAttr.projection, 1, GL_FALSE, &projection[0][0]);
+ glUniformMatrix4fv(ProgAttr.uProjection, 1, GL_FALSE, &projection[0][0]);
glm::mat4 view = glm::lookAt(
ctx.cameraPos,
ctx.cameraPos + ctx.cameraFront,
ctx.cameraUp);
- glUniformMatrix4fv(ProgAttr.view, 1, GL_FALSE, &view[0][0]);
+ glUniformMatrix4fv(ProgAttr.uView, 1, GL_FALSE, &view[0][0]);
// glBindVertexArray(vao);
@@ -252,7 +252,7 @@
// float angle = 20.0f;
// glm::vec3 xxx = glm::vec3(1.0f, 0.3f, 0.5f);
// model = glm::rotate(model, glm::radians(angle), xxx);
- glUniformMatrix4fv(ProgAttr.model, 1, GL_FALSE, &model[0][0]);
+ glUniformMatrix4fv(ProgAttr.uModel, 1, GL_FALSE, &model[0][0]);
glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // viz loadVertices() kde plnÃme data
std::cerr << "GLSL: glDrawArrays()" << std::endl;
@@ -286,16 +286,16 @@
};
// Vertex data:
- glVertexAttribPointer(ProgAttr.vertexXYZ, 3, // vertex items
+ glVertexAttribPointer(ProgAttr.aVertexXYZ, 3, // vertex items
GL_FLOAT, GL_FALSE, 5 * sizeof (float),
(void*) 0);
- glEnableVertexAttribArray(ProgAttr.vertexXYZ);
+ glEnableVertexAttribArray(ProgAttr.aVertexXYZ);
// Texture positions:
- glVertexAttribPointer(ProgAttr.textureXY, 2, // texture items
+ glVertexAttribPointer(ProgAttr.aTextureXY, 2, // texture items
GL_FLOAT, GL_FALSE, 5 * sizeof (float),
(void*) (3 * sizeof (float)));
- glEnableVertexAttribArray(ProgAttr.textureXY);
+ glEnableVertexAttribArray(ProgAttr.aTextureXY);
glBufferData(GL_ARRAY_BUFFER,
vertices.size() * sizeof (vertices[0]),
@@ -415,14 +415,14 @@
glLinkProgram(program);
- ProgAttr.vertexXYZ = glGetAttribLocation(program, "vertices");
- ProgAttr.textureXY = glGetAttribLocation(program, "textureCoordinates");
- ProgAttr.model = glGetUniformLocation(program, "model");
- ProgAttr.view = glGetUniformLocation(program, "view");
- ProgAttr.projection = glGetUniformLocation(program, "projection");
- ProgAttr.jazz = glGetUniformLocation(program, "jazz");
- ProgAttr.color = glGetFragDataLocation(program, "outColor");
- glBindFragDataLocation(program, ProgAttr.color, "outColor");
+ ProgAttr.aVertexXYZ = glGetAttribLocation(program, "aVertexXYZ");
+ ProgAttr.aTextureXY = glGetAttribLocation(program, "aTextureXY");
+ ProgAttr.uModel = glGetUniformLocation(program, "uModel");
+ ProgAttr.uView = glGetUniformLocation(program, "uView");
+ ProgAttr.uProjection = glGetUniformLocation(program, "uProjection");
+ ProgAttr.uTexture = glGetUniformLocation(program, "uTexture");
+ ProgAttr.fColor = glGetFragDataLocation(program, "fColor");
+ glBindFragDataLocation(program, ProgAttr.fColor, "fColor");
// listVariables(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
--- a/Shark.h Tue Nov 28 22:45:33 2023 +0100
+++ b/Shark.h Wed Nov 29 01:11:19 2023 +0100
@@ -40,15 +40,15 @@
private:
struct {
- GLint vertexXYZ = -2;
- GLint textureXY = -2;
+ GLint aVertexXYZ = -2;
+ GLint aTextureXY = -2;
- GLint color = -2;
+ GLint fColor = -2;
- GLint model = -2;
- GLint view = -2;
- GLint projection = -2;
- GLint jazz = -2;
+ GLint uModel = -2;
+ GLint uView = -2;
+ GLint uProjection = -2;
+ GLint uTexture = -2;
} ProgAttr;
struct {
--- a/shaders/first.frag Tue Nov 28 22:45:33 2023 +0100
+++ b/shaders/first.frag Wed Nov 29 01:11:19 2023 +0100
@@ -1,10 +1,10 @@
#version 330 core
-uniform sampler2D jazz;
-in vec2 textureCoordinate;
-out vec3 outColor;
+uniform sampler2D uTexture;
+in vec2 vTextureXY;
+out vec3 fColor;
void main(){
- outColor = texture(jazz, textureCoordinate).xyz;
- // outColor *= vec3(0.8, 1., 0.2);
+ fColor = texture(uTexture, vTextureXY).rgb;
+ // fColor *= vec3(0.8, 1., 0.2);
}
--- a/shaders/first.vert Tue Nov 28 22:45:33 2023 +0100
+++ b/shaders/first.vert Wed Nov 29 01:11:19 2023 +0100
@@ -1,13 +1,13 @@
#version 330 core
-uniform mat4 model;
-uniform mat4 view;
-uniform mat4 projection;
-in vec3 vertices;
-in vec2 textureCoordinates;
-out vec2 textureCoordinate;
+uniform mat4 uModel;
+uniform mat4 uView;
+uniform mat4 uProjection;
+in vec3 aVertexXYZ;
+in vec2 aTextureXY;
+out vec2 vTextureXY;
void main() {
- gl_Position = projection * view * model * vec4(vertices, 1.0f);
- textureCoordinate = textureCoordinates;
+ gl_Position = uProjection * uView * uModel * vec4(aVertexXYZ, 1.0f);
+ vTextureXY = aTextureXY;
}