Chuck Adams avatar Chuck Adams committed 0b14c1e

renamed wrongly numbered example

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Files changed (6)

src/main/java/com/ra4king/opengl/superbible/osb5/chapter2/example1/Example1_1.java

-package com.ra4king.opengl.superbible.osb5.chapter2.example1;
-
-import static org.lwjgl.opengl.GL11.*;
-import static org.lwjgl.opengl.GL15.*;
-import static org.lwjgl.opengl.GL20.*;
-
-import java.nio.FloatBuffer;
-
-import org.lwjgl.BufferUtils;
-
-import com.ra4king.opengl.GLProgram;
-
-/** An "unrolled" version of OSB5e's Triangle sample.  It's similar to the first arcsynthesis example,
- * but uses only VBOs and uniforms, and not not VAOs and attribute positions.
- */
-public class Example1_1 extends GLProgram {
-	public static void main(String[] args) {
-		new Example1_1().run(3, 0);
-	}
-
-	private int program, vbo;
-
-	public Example1_1() {
-		super("Triangle", 500, 500, false);
-	}
-
-	@Override
-	public void init() {
-		glClearColor(0, 0, 1, 0);	// Blue
-
-		// Loading shaders is very very "boilerplatey".  This will be the first and last time you see this done without
-		// the benefit of a library that reduces all this down to just one line.
-		int vs = glCreateShader(GL_VERTEX_SHADER);
-		glShaderSource(vs, readFromFile("example1.1.vert"));
-
-		glCompileShader(vs);
-
-		if(glGetShader(vs, GL_COMPILE_STATUS) == GL_FALSE) {
-			System.err.println("Failure in compiling vertex shader. Error log:\n" + glGetShaderInfoLog(vs, glGetShader(vs, GL_INFO_LOG_LENGTH)));
-			System.exit(0);
-		}
-
-		int fs = glCreateShader(GL_FRAGMENT_SHADER);
-		glShaderSource(fs, readFromFile("example1.1.frag"));
-
-		glCompileShader(fs);
-
-		if(glGetShader(fs, GL_COMPILE_STATUS) == GL_FALSE) {
-			System.err.println("Failure in compiling fragment shader. Error log:\n" + glGetShaderInfoLog(fs, glGetShader(fs, GL_INFO_LOG_LENGTH)));
-			destroy();
-		}
-
-		program = glCreateProgram();
-		glAttachShader(program, vs);
-		glAttachShader(program, fs);
-
-		glLinkProgram(program);
-
-		if(glGetProgram(program, GL_LINK_STATUS) == GL_FALSE) {
-			System.err.println("Failure in linking program. Error log:\n" + glGetProgramInfoLog(program, glGetProgram(program, GL_INFO_LOG_LENGTH)));
-			destroy();
-		}
-
-		glDetachShader(program, vs);
-		glDetachShader(program, fs);
-
-		glDeleteShader(vs);
-		glDeleteShader(fs);
-		// End of shader boilerplate
-
-		// Just like shaders, creating Vertex Buffer Objects (VBOs) has a lot of boilerplate, some of which is from
-		// the OpenGL API, and some of which is due to LWJGL demanding NIO bytebuffers and not just float arrays.
-		// Again, we'll be pushing this into a nice abstraction eventually.
-		vbo = glGenBuffers();
-
-		glBindBuffer(GL_ARRAY_BUFFER, vbo);
-		FloatBuffer verts = BufferUtils.createFloatBuffer(12).put(new float[]{
-				-0.5f, 0.0f, 0.0f, 1.0f,
-				 0.5f, 0.0f, 0.0f, 1.0f,
-				 0.0f, 0.5f, 0.0f, 1.0f
-		});
-		verts.flip(); // never forget to flip your buffers after filling them!
-		glBufferData(GL_ARRAY_BUFFER, verts, GL_STATIC_DRAW);
-		glBindBuffer(GL_ARRAY_BUFFER, 0);
-	}
-	
-	@Override
-	public void render() {
-		glClear(GL_COLOR_BUFFER_BIT);
-		glEnableClientState(GL_VERTEX_ARRAY);
-		glUseProgram(program);
-		glUniform4f(glGetUniformLocation(program, "color"), 1, 0, 0, 1); // red
-		glBindBuffer(GL_ARRAY_BUFFER, vbo);
-		glEnableVertexAttribArray(0);
-		glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0);
-		glDrawArrays(GL_TRIANGLES, 0, 3);
-		glBindBuffer(GL_ARRAY_BUFFER, 0);
-		glUseProgram(0);
-		glDisableClientState(GL_VERTEX_ARRAY);
-	}
-}

src/main/java/com/ra4king/opengl/superbible/osb5/chapter2/example1/Example2_1.java

+package com.ra4king.opengl.superbible.osb5.chapter2.example1;
+
+import static org.lwjgl.opengl.GL11.*;
+import static org.lwjgl.opengl.GL15.*;
+import static org.lwjgl.opengl.GL20.*;
+
+import java.nio.FloatBuffer;
+
+import org.lwjgl.BufferUtils;
+
+import com.ra4king.opengl.GLProgram;
+
+/** An "unrolled" version of OSB5e's Triangle sample.  It's similar to the first arcsynthesis example,
+ * but uses only VBOs and uniforms, and not not VAOs and attribute positions.
+ */
+public class Example2_1 extends GLProgram {
+	public static void main(String[] args) {
+		new Example2_1().run(3, 0);
+	}
+
+	private int program, vbo;
+
+	public Example2_1() {
+		super("Triangle", 500, 500, false);
+	}
+
+	@Override
+	public void init() {
+		glClearColor(0, 0, 1, 0);	// Blue
+
+		// Loading shaders is very very "boilerplatey".  This will be the first and last time you see this done without
+		// the benefit of a library that reduces all this down to just one line.
+		int vs = glCreateShader(GL_VERTEX_SHADER);
+		glShaderSource(vs, readFromFile("example2.1.vert"));
+
+		glCompileShader(vs);
+
+		if(glGetShader(vs, GL_COMPILE_STATUS) == GL_FALSE) {
+			System.err.println("Failure in compiling vertex shader. Error log:\n" + glGetShaderInfoLog(vs, glGetShader(vs, GL_INFO_LOG_LENGTH)));
+			System.exit(0);
+		}
+
+		int fs = glCreateShader(GL_FRAGMENT_SHADER);
+		glShaderSource(fs, readFromFile("example2.1.frag"));
+
+		glCompileShader(fs);
+
+		if(glGetShader(fs, GL_COMPILE_STATUS) == GL_FALSE) {
+			System.err.println("Failure in compiling fragment shader. Error log:\n" + glGetShaderInfoLog(fs, glGetShader(fs, GL_INFO_LOG_LENGTH)));
+			destroy();
+		}
+
+		program = glCreateProgram();
+		glAttachShader(program, vs);
+		glAttachShader(program, fs);
+
+		glLinkProgram(program);
+
+		if(glGetProgram(program, GL_LINK_STATUS) == GL_FALSE) {
+			System.err.println("Failure in linking program. Error log:\n" + glGetProgramInfoLog(program, glGetProgram(program, GL_INFO_LOG_LENGTH)));
+			destroy();
+		}
+
+		glDetachShader(program, vs);
+		glDetachShader(program, fs);
+
+		glDeleteShader(vs);
+		glDeleteShader(fs);
+		// End of shader boilerplate
+
+		// Just like shaders, creating Vertex Buffer Objects (VBOs) has a lot of boilerplate, some of which is from
+		// the OpenGL API, and some of which is due to LWJGL demanding NIO bytebuffers and not just float arrays.
+		// Again, we'll be pushing this into a nice abstraction eventually.
+		vbo = glGenBuffers();
+
+		glBindBuffer(GL_ARRAY_BUFFER, vbo);
+		FloatBuffer verts = BufferUtils.createFloatBuffer(12).put(new float[]{
+				-0.5f, 0.0f, 0.0f, 1.0f,
+				 0.5f, 0.0f, 0.0f, 1.0f,
+				 0.0f, 0.5f, 0.0f, 1.0f
+		});
+		verts.flip(); // never forget to flip your buffers after filling them!
+		glBufferData(GL_ARRAY_BUFFER, verts, GL_STATIC_DRAW);
+		glBindBuffer(GL_ARRAY_BUFFER, 0);
+	}
+	
+	@Override
+	public void render() {
+		glClear(GL_COLOR_BUFFER_BIT);
+		glEnableClientState(GL_VERTEX_ARRAY);
+		glUseProgram(program);
+		glUniform4f(glGetUniformLocation(program, "color"), 1, 0, 0, 1); // red
+		glBindBuffer(GL_ARRAY_BUFFER, vbo);
+		glEnableVertexAttribArray(0);
+		glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0);
+		glDrawArrays(GL_TRIANGLES, 0, 3);
+		glBindBuffer(GL_ARRAY_BUFFER, 0);
+		glUseProgram(0);
+		glDisableClientState(GL_VERTEX_ARRAY);
+	}
+}

src/main/java/com/ra4king/opengl/superbible/osb5/chapter2/example1/example1.1.frag

-uniform vec4 color;
-
-void main(void) {
-    gl_FragColor = color;
-}

src/main/java/com/ra4king/opengl/superbible/osb5/chapter2/example1/example1.1.vert

-attribute vec4 vertex;
-
-void main(void) {
-    gl_Position = vertex;
-}

src/main/java/com/ra4king/opengl/superbible/osb5/chapter2/example1/example2.1.frag

+uniform vec4 color;
+
+void main(void) {
+    gl_FragColor = color;
+}

src/main/java/com/ra4king/opengl/superbible/osb5/chapter2/example1/example2.1.vert

+attribute vec4 vertex;
+
+void main(void) {
+    gl_Position = vertex;
+}
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