191 lines
5.4 KiB
C
191 lines
5.4 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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int SCREEN_WIDTH = 1024;
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int SCREEN_HEIGHT = 768;
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void checkCode(int code, char* errorMsg) {
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if (code < 0) {
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fprintf(stderr, "Application Error %i: %s\n", code, errorMsg);
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exit(1);
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}
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}
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void* checkPtr(void *ptr, char* errorMsg) {
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if (ptr == NULL) {
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fprintf(stderr, "Application Error: %s\n", errorMsg);
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exit(1);
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}
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return ptr;
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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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(void)window;
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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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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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const char* vertSrc =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"\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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"}\n";
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unsigned int compileVertShader() {
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertSrc, NULL);
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glCompileShader(vertexShader);
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int success;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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checkCode(success, "Failed to compile vertex shader");
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return vertexShader;
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}
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const char* fragSrc =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"\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";
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unsigned int compileFragShader() {
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragSrc, NULL);
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glCompileShader(fragmentShader);
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int success;
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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checkCode(success, "Failed to compile fragment shader");
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return fragmentShader;
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}
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int main(void) {
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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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GLFWwindow* window =
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checkPtr(glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Learn OpenGL", NULL, NULL),
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"Error creating GLFW window");
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if (window == NULL) glfwTerminate();
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glfwMakeContextCurrent(window);
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checkCode(gladLoadGLLoader((GLADloadproc)glfwGetProcAddress), "Error initializing GLAD");
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int vertexShader = compileVertShader();
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unsigned int fragmentShader = compileFragShader();
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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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int success = 0;
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glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success);
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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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// 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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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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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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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(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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}
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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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}
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