187 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			187 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								#include <glad/glad.h>
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								#include <GLFW/glfw3.h>
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								#include <iostream>
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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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								// settings
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								const unsigned int SCR_WIDTH = 800;
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								const unsigned int SCR_HEIGHT = 600;
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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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								int main()
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								{
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								    // glfw: initialize and configure
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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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								#ifdef __APPLE__
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								    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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								#endif
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								    // glfw window creation
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								    // --------------------
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								    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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								    if (window == NULL)
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								    {
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								        std::cout << "Failed to create GLFW window" << std::endl;
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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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								    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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								    // glad: load all OpenGL function pointers
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								    // ---------------------------------------
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								    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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								    {
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								        std::cout << "Failed to initialize GLAD" << std::endl;
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								        return -1;
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								    }
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								    // build and compile our shader program
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								    // ------------------------------------
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								    // vertex shader
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								    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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								    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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								    glCompileShader(vertexShader);
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								    // check for shader compile errors
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								    int success;
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								    char infoLog[512];
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								    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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								    if (!success)
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								    {
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								        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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								        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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								    }
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								    // fragment shader
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								    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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								    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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								    glCompileShader(fragmentShader);
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								    // check for shader compile errors
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								    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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								    if (!success)
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								    {
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								        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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								        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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								    }
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								    // link shaders
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								    unsigned int 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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								    // check for linking errors
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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::LINKING_FAILED\n" << infoLog << std::endl;
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								    }
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								    glDeleteShader(vertexShader);
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								    glDeleteShader(fragmentShader);
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								    // set up vertex data (and buffer(s)) and configure vertex attributes
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								    // ------------------------------------------------------------------
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								    float vertices[] = {
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								        -0.5f, -0.5f, 0.0f, // left  
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								         0.5f, -0.5f, 0.0f, // right 
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								         0.0f,  0.5f, 0.0f  // top   
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								    }; 
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								    unsigned int VBO, VAO;
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								    glGenVertexArrays(1, &VAO);
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								    glGenBuffers(1, &VBO);
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								    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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								    glBindVertexArray(VAO);
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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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								    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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								    glEnableVertexAttribArray(0);
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								    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
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								    glBindBuffer(GL_ARRAY_BUFFER, 0); 
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								    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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								    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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								    glBindVertexArray(0); 
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								    // uncomment this call to draw in wireframe polygons.
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								    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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								    // render loop
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								    // -----------
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								    while (!glfwWindowShouldClose(window))
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								    {
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								        // input
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								        // -----
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								        processInput(window);
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								        // render
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								        // ------
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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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								        // draw our first triangle
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								        glUseProgram(shaderProgram);
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								        glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
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								        glDrawArrays(GL_TRIANGLES, 0, 3);
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								        // glBindVertexArray(0); // no need to unbind it every time 
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								        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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								        // -------------------------------------------------------------------------------
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								        glfwSwapBuffers(window);
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								        glfwPollEvents();
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								    }
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								    // optional: de-allocate all resources once they've outlived their purpose:
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								    // ------------------------------------------------------------------------
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								    glDeleteVertexArrays(1, &VAO);
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								    glDeleteBuffers(1, &VBO);
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								    glDeleteProgram(shaderProgram);
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								    // glfw: terminate, clearing all previously allocated GLFW resources.
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								    // ------------------------------------------------------------------
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								    glfwTerminate();
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								    return 0;
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								}
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								// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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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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								// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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								// ---------------------------------------------------------------------------------------------
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								void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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								    // make sure the viewport matches the new window dimensions; note that width and 
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								    // height will be significantly larger than specified on retina displays.
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								    glViewport(0, 0, width, height);
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								}
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