200 lines
5.0 KiB
C++
200 lines
5.0 KiB
C++
#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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/** RECTANGLE VERTICES
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* notice how some of these duplicate? solved below...
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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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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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unsigned int EBO;
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glGenBuffers(1, &EBO);
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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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// copy our indexes
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 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, 3);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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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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