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192
1-5/exercises/1/src/main.cpp
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192
1-5/exercises/1/src/main.cpp
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#include "include/glad.h"
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#include <GLFW/glfw3.h>
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#include <iostream>
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const char* vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0";
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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void compileShaders(unsigned int* shader, bool fragment);
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void createShaderProgram(unsigned int* shaderProgram);
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void setupGLFW(GLFWwindow** window);
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/** SINGLE TRIANGLE VERTICES
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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*/
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float vertices[] = {
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//first triangle
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, 0.5f, 0.0f, //top left
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//second triangle
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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/**
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, // top left
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};
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unsigned int indices[] = { // note, starts from zero
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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**/
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bool wireframe = false;
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int main()
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{
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GLFWwindow* window;
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unsigned int shaderProgram;
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setupGLFW(&window);
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createShaderProgram(&shaderProgram);
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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// bind Vertex Array Object
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glBindVertexArray(VAO);
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// copy our vertices into a buffer for opengl to use
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// set the vertex attributes pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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while(!glfwWindowShouldClose(window)) {
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//input
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processInput(window);
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//rendering
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
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// check and call events and swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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void setupGLFW(GLFWwindow** window)
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window\n";
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glfwTerminate();
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exit(-1);
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}
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glfwMakeContextCurrent(*window);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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std::cout << "Failed to init GLAD\n";
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exit(-1);
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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void compileShaders(unsigned int* shader, bool fragment, const char** source)
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{
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int success;
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char infoLog[512];
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*shader = glCreateShader(fragment ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
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glShaderSource(*shader, 1, &(*source), NULL);
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glCompileShader(*shader);
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(*shader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::" << (fragment ? "FRAGMENT" : "VERTEX") << "::COMPILATION_FAILED\n" << infoLog << "\n";
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}
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}
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void createShaderProgram(unsigned int* shaderProgram) {
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int success;
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char infoLog[512];
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unsigned int vertexShader, fragmentShader;
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compileShaders(&vertexShader, false, &vertexShaderSource);
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compileShaders(&fragmentShader, true, &fragmentShaderSource);
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*shaderProgram = glCreateProgram();
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glAttachShader(*shaderProgram, vertexShader);
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glAttachShader(*shaderProgram, fragmentShader);
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glLinkProgram(*shaderProgram);
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glGetProgramiv(*shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(*shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << "\n";
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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}
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BIN
1-5/exercises/1/test
Executable file
BIN
1-5/exercises/1/test
Executable file
Binary file not shown.
13
1-5/exercises/2/Makefile
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13
1-5/exercises/2/Makefile
Normal file
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CC=g++
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CFLAGS= -Wall
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LDLIBS = -lglfw
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TARGET := test
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build:
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$(CC) $(LDLIBS) src/*.c src/*.cpp -o $(TARGET)
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.PHONY: clean
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clean:
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rm -rf $(BUILD_DIR)
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1140
1-5/exercises/2/src/glad.c
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1140
1-5/exercises/2/src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
3611
1-5/exercises/2/src/include/glad.h
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3611
1-5/exercises/2/src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
214
1-5/exercises/2/src/main.cpp
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1-5/exercises/2/src/main.cpp
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#include "include/glad.h"
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#include <GLFW/glfw3.h>
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#include <iostream>
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const char* vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0";
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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void compileShaders(unsigned int* shader, bool fragment);
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void createShaderProgram(unsigned int* shaderProgram);
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void setupGLFW(GLFWwindow** window);
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/** SINGLE TRIANGLE VERTICES
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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*/
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float verticesa[] = {
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//first triangle
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, 0.5f, 0.0f, //top left
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};
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float verticesb[] = {
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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/**
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, // top left
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};
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unsigned int indices[] = { // note, starts from zero
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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**/
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bool wireframe = false;
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int main()
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{
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GLFWwindow* window;
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unsigned int shaderProgram;
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setupGLFW(&window);
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createShaderProgram(&shaderProgram);
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unsigned int VAOa;
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glGenVertexArrays(1, &VAOa);
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unsigned int VBOa;
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glGenBuffers(1, &VBOa);
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unsigned int VAOb;
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glGenVertexArrays(1, &VAOb);
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unsigned int VBOb;
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glGenBuffers(1, &VBOb);
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// bind Vertex Array Object
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glBindVertexArray(VAOa);
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// copy our vertices into a buffer for opengl to use
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glBindBuffer(GL_ARRAY_BUFFER, VBOa);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesa), verticesa, GL_STATIC_DRAW);
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// copy our indexes
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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// bind Vertex Array Object
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glBindVertexArray(VAOb);
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// copy our vertices into a buffer for opengl to use
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glBindBuffer(GL_ARRAY_BUFFER, VBOb);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesb), verticesb, GL_STATIC_DRAW);
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// copy our indexes
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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while(!glfwWindowShouldClose(window)) {
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//input
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processInput(window);
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//rendering
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAOa);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(VAOb);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
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// check and call events and swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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void setupGLFW(GLFWwindow** window)
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window\n";
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glfwTerminate();
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exit(-1);
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}
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glfwMakeContextCurrent(*window);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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std::cout << "Failed to init GLAD\n";
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exit(-1);
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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|
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}
|
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|
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void compileShaders(unsigned int* shader, bool fragment, const char** source)
|
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{
|
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int success;
|
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char infoLog[512];
|
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|
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*shader = glCreateShader(fragment ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
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|
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glShaderSource(*shader, 1, &(*source), NULL);
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|
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glCompileShader(*shader);
|
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|
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
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if (!success) {
|
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glGetShaderInfoLog(*shader, 512, NULL, infoLog);
|
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std::cout << "ERROR::SHADER::" << (fragment ? "FRAGMENT" : "VERTEX") << "::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
void createShaderProgram(unsigned int* shaderProgram) {
|
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int success;
|
||||
char infoLog[512];
|
||||
unsigned int vertexShader, fragmentShader;
|
||||
|
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compileShaders(&vertexShader, false, &vertexShaderSource);
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compileShaders(&fragmentShader, true, &fragmentShaderSource);
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*shaderProgram = glCreateProgram();
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glAttachShader(*shaderProgram, vertexShader);
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glAttachShader(*shaderProgram, fragmentShader);
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glLinkProgram(*shaderProgram);
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glGetProgramiv(*shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(*shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << "\n";
|
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}
|
||||
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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}
|
BIN
1-5/exercises/2/test
Executable file
BIN
1-5/exercises/2/test
Executable file
Binary file not shown.
13
1-5/exercises/3/Makefile
Normal file
13
1-5/exercises/3/Makefile
Normal file
@ -0,0 +1,13 @@
|
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CC=g++
|
||||
CFLAGS= -Wall
|
||||
|
||||
LDLIBS = -lglfw
|
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|
||||
TARGET := test
|
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|
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build:
|
||||
$(CC) $(LDLIBS) src/*.c src/*.cpp -o $(TARGET)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -rf $(BUILD_DIR)
|
1140
1-5/exercises/3/src/glad.c
Normal file
1140
1-5/exercises/3/src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
3611
1-5/exercises/3/src/include/glad.h
Normal file
3611
1-5/exercises/3/src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
225
1-5/exercises/3/src/main.cpp
Normal file
225
1-5/exercises/3/src/main.cpp
Normal file
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||||
#include "include/glad.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
|
||||
const char* vertexShaderSource = "#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||
"}\0";
|
||||
|
||||
const char* fragmentShaderSourcea = "#version 330 core\n"
|
||||
"out vec4 FragColor;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
||||
"}\0";
|
||||
|
||||
const char* fragmentShaderSourceb = "#version 330 core\n"
|
||||
"out vec4 FragColor;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
|
||||
"}\0";
|
||||
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow* window);
|
||||
void compileShaders(unsigned int* shader, bool fragment);
|
||||
void createShaderProgram(unsigned int* shaderProgram, bool diffColour);
|
||||
void setupGLFW(GLFWwindow** window);
|
||||
|
||||
/** SINGLE TRIANGLE VERTICES
|
||||
float vertices[] = {
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f,
|
||||
0.0f, 0.5f, 0.0f
|
||||
};
|
||||
*/
|
||||
|
||||
float verticesa[] = {
|
||||
//first triangle
|
||||
0.5f, 0.5f, 0.0f, // top right
|
||||
0.5f, -0.5f, 0.0f, // bottom right
|
||||
-0.5f, 0.5f, 0.0f, //top left
|
||||
};
|
||||
float verticesb[] = {
|
||||
0.5f, -0.5f, 0.0f, // bottom right
|
||||
-0.5f, -0.5f, 0.0f, // bottom left
|
||||
-0.5f, 0.5f, 0.0f // top left
|
||||
};
|
||||
|
||||
/**
|
||||
float 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
|
||||
};
|
||||
|
||||
unsigned int indices[] = { // note, starts from zero
|
||||
0, 1, 3, // first triangle
|
||||
1, 2, 3 // second triangle
|
||||
};
|
||||
**/
|
||||
|
||||
bool wireframe = false;
|
||||
|
||||
int main()
|
||||
{
|
||||
GLFWwindow* window;
|
||||
unsigned int shaderPrograma;
|
||||
unsigned int shaderProgramb;
|
||||
setupGLFW(&window);
|
||||
|
||||
|
||||
createShaderProgram(&shaderPrograma, true);
|
||||
createShaderProgram(&shaderProgramb, false);
|
||||
|
||||
|
||||
unsigned int VAOa;
|
||||
glGenVertexArrays(1, &VAOa);
|
||||
|
||||
unsigned int VBOa;
|
||||
glGenBuffers(1, &VBOa);
|
||||
|
||||
unsigned int VAOb;
|
||||
glGenVertexArrays(1, &VAOb);
|
||||
|
||||
unsigned int VBOb;
|
||||
glGenBuffers(1, &VBOb);
|
||||
|
||||
|
||||
|
||||
// bind Vertex Array Object
|
||||
glBindVertexArray(VAOa);
|
||||
// copy our vertices into a buffer for opengl to use
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBOa);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesa), verticesa, GL_STATIC_DRAW);
|
||||
// copy our indexes
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// bind Vertex Array Object
|
||||
glBindVertexArray(VAOb);
|
||||
// copy our vertices into a buffer for opengl to use
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBOb);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesb), verticesb, GL_STATIC_DRAW);
|
||||
// copy our indexes
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
|
||||
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
//input
|
||||
processInput(window);
|
||||
|
||||
//rendering
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
glUseProgram(shaderPrograma);
|
||||
glBindVertexArray(VAOa);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
glUseProgram(shaderProgramb);
|
||||
glBindVertexArray(VAOb);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
|
||||
|
||||
// check and call events and swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void setupGLFW(GLFWwindow** window)
|
||||
{
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cout << "Failed to create GLFW window\n";
|
||||
glfwTerminate();
|
||||
exit(-1);
|
||||
}
|
||||
glfwMakeContextCurrent(*window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
|
||||
std::cout << "Failed to init GLAD\n";
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
|
||||
}
|
||||
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
}
|
||||
|
||||
void compileShaders(unsigned int* shader, bool fragment, const char** source)
|
||||
{
|
||||
int success;
|
||||
char infoLog[512];
|
||||
|
||||
*shader = glCreateShader(fragment ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
|
||||
|
||||
glShaderSource(*shader, 1, &(*source), NULL);
|
||||
|
||||
glCompileShader(*shader);
|
||||
|
||||
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(*shader, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::" << (fragment ? "FRAGMENT" : "VERTEX") << "::COMPILATION_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
void createShaderProgram(unsigned int* shaderProgram, bool diffColour) {
|
||||
int success;
|
||||
char infoLog[512];
|
||||
unsigned int vertexShader, fragmentShader;
|
||||
|
||||
compileShaders(&vertexShader, false, &vertexShaderSource);
|
||||
compileShaders(&fragmentShader, true, diffColour ? &fragmentShaderSourcea : &fragmentShaderSourceb);
|
||||
|
||||
*shaderProgram = glCreateProgram();
|
||||
glAttachShader(*shaderProgram, vertexShader);
|
||||
glAttachShader(*shaderProgram, fragmentShader);
|
||||
glLinkProgram(*shaderProgram);
|
||||
|
||||
glGetProgramiv(*shaderProgram, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(*shaderProgram, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << "\n";
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
}
|
BIN
1-5/exercises/3/test
Executable file
BIN
1-5/exercises/3/test
Executable file
Binary file not shown.
13
1-5/lecture/Makefile
Normal file
13
1-5/lecture/Makefile
Normal file
@ -0,0 +1,13 @@
|
||||
CC=g++
|
||||
CFLAGS= -Wall
|
||||
|
||||
LDLIBS = -lglfw
|
||||
|
||||
TARGET := test
|
||||
|
||||
build:
|
||||
$(CC) $(LDLIBS) src/*.c src/*.cpp -o $(TARGET)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -rf $(BUILD_DIR)
|
1140
1-5/lecture/src/glad.c
Normal file
1140
1-5/lecture/src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
3611
1-5/lecture/src/include/glad.h
Normal file
3611
1-5/lecture/src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user