Hello Triangle Exercises
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main.c
91
main.c
@ -28,7 +28,7 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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glViewport(0, 0, width, height);
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SCREEN_WIDTH = width;
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SCREEN_HEIGHT = height;
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}
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}
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void processInput(GLFWwindow *window)
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{
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@ -107,33 +107,60 @@ int main(void) {
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checkCode(success, "Failed to link shader program");
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(fragmentShader);
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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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// 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 that we start from 0!
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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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// 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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float v1[] = {
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-1.0f, -0.5f, 0.0f, // -0.5, -0.5
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0.0f, -0.5f, 0.0f,// 0.5, -0.5
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-0.5f, 0.5f, 0.0f// 0.0, 0.5
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};
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unsigned int indices[] = { // note that we start from 0!
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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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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &EBO);
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glGenBuffers(1, &VBO);
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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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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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float v2[] = {
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0.0f, -0.5f, 0.0f,
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1.0f, -0.5f, 0.0f,
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0.5f, 0.5f, 0.0f
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};
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GLuint vaos[2];
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GLuint vbos[2];
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unsigned int VBO1, VBO2, EBO;
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glGenVertexArrays(2, vaos);
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// glGenBuffers(1, &EBO);
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glGenBuffers(2, vbos);
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glBindVertexArray(vaos[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, 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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glEnableVertexAttribArray(0);
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glBindVertexArray(vaos[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v2), v2, 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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// 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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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@ -141,20 +168,22 @@ int main(void) {
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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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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(vaos[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(vaos[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteVertexArrays(2, vaos);
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glDeleteBuffers(1, &VBO1);
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glDeleteBuffers(1, &VBO2);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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return 0;
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