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8cb5f8c773
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| 8cb5f8c773 | |||
| d79f49535e | |||
| fc06658659 |
56
headers/shapes.h
Normal file
56
headers/shapes.h
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@ -0,0 +1,56 @@
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float tri_vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f,
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0.0f, 0.0f, 0.5f, 0.0f};
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float tri_rgb_vertices[] = {
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, /**/
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, /**/
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f /**/
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};
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float sqr_vertices[] = {
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0.5f, 0.5f, 0.0f, /*top R*/
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0.5f, -0.5f, 0.0f, /*bottom R*/
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-0.5f, -0.5f, 0.0f, /*bottom L*/
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-0.5f, 0.5f, 0.0f /*top R*/
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};
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unsigned int sqr_indices[] = {
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0, 1, 3, /*tl triangle*/
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1, 2, 3 /*br triangle*/
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};
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const char *basicVertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"out vec3 color;\n"
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"void main()\n"
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"{\n"
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" color = aPos;"
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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 *basicFragmentShaderSource = "#version 330 core\n"
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"out vec3 FragColor;\n"
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"in vec3 color;"
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"void main()\n"
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"{\n"
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" FragColor = (color/2+.5)*1.5;\n"
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"}\n";
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const char *rgbVertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec3 aColor;\n"
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"out vec3 color;\n"
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"void main()\n"
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"{\n"
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" color = aColor;\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 *rgbFragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec3 color;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(color, 1.0);\n"
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"}\0";
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104
src/main.cpp
104
src/main.cpp
@ -1,10 +1,18 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <cassert>
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#include <cassert>
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#include <iostream>
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#include <shapes.h>
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#define UNUSED(x) (void)(x)
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#define UNUSED(x) (void)(x)
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void processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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unsigned int shaderCMPL(GLenum type, const char *src);
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void shaderERR(unsigned int shader);
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unsigned int shaderProgramCMPL(const char *vertexSource,
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const char *fragmentSource);
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void shaderProgramERR(unsigned int shaderProgram);
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int main(void) {
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int main(void) {
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int tmp = 0;
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int tmp = 0;
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@ -24,9 +32,43 @@ int main(void) {
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glViewport(0, 0, 800, 600);
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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while(!glfwWindowShouldClose(window))
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unsigned int VBO,VAO,EBO;
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{
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(tri_rgb_vertices), tri_rgb_vertices,
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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/*
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, GL_STATIC_DRAW);
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*/
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unsigned int shaderProgram =
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shaderProgramCMPL(rgbVertexShaderSource, rgbFragmentShaderSource);
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glUseProgram(shaderProgram);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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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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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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@ -34,7 +76,65 @@ int main(void) {
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return 0;
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return 0;
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}
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}
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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UNUSED(window);
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UNUSED(window);
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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}
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}
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unsigned int shaderCMPL(GLenum type, const char *src) {
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unsigned int shader;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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return shader;
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}
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void shaderERR(unsigned int shader) {
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int success;
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char infoLog[512];
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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::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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}
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unsigned int shaderProgramCMPL(const char *vertexSource,
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const char *fragmentSource) {
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unsigned int vertexShader;
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vertexShader = shaderCMPL(GL_VERTEX_SHADER, vertexSource);
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shaderERR(vertexShader);
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unsigned int fragmentShader;
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fragmentShader = shaderCMPL(GL_FRAGMENT_SHADER, fragmentSource);
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shaderERR(fragmentShader);
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unsigned int shaderProgram;
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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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shaderProgramERR(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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void shaderProgramERR(unsigned int shaderProgram) {
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int success;
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char infoLog[512];
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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::PROGRAM::FAILED\n" << infoLog << std::endl;
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}
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}
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