148 lines
3.4 KiB
C++
148 lines
3.4 KiB
C++
#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <cstdio>
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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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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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"}\n\0";
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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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}
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unsigned int initVBO() {
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unsigned int VBO;
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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(vertices), vertices, GL_STATIC_DRAW);
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return VBO;
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}
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unsigned int initVAO() {
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// 2. copy our vertices array in a buffer for OpenGL to use
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glBindBuffer(GL_ARRAY_BUFFER, initVBO());
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 3. then set our 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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return VAO;
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}
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unsigned int compVertexShader() {
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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return vertexShader;
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}
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unsigned int compFragmentShader() {
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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return fragmentShader;
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}
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unsigned int compShader() {
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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unsigned int vert = compVertexShader();
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unsigned int frag = compFragmentShader();
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glAttachShader(shaderProgram, vert);
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glAttachShader(shaderProgram, frag);
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glLinkProgram(shaderProgram);
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glDeleteShader(vert);
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glDeleteShader(frag);
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return shaderProgram;
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}
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void linkVBO() {
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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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}
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int main(int argc, char** argv) {
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GLFWwindow* window;
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if (!glfwInit())
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return -1;
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window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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fprintf(stderr, "GLEW error: %s\n", glewGetErrorString(err));
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return 1;
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}
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glViewport(0, 0, 800, 600);
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unsigned int shaderProgramm = compShader();
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unsigned int VAO = initVAO();
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while (!glfwWindowShouldClose(window))
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{
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processInput(window);
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/* Render here */
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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(shaderProgramm);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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/* Poll for and process events */
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glfwPollEvents();
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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}
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