161 lines
5.2 KiB
C
161 lines
5.2 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#include "lib.h"
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#define STB_IMAGE_IMPLEMENTATION
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#define STBI_FAILURE_USERMSG
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#include "stb_image.h"
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int SCREEN_WIDTH = 1024;
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int SCREEN_HEIGHT = 768;
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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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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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GLuint shaderProgram =
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compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL);
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stbi_set_flip_vertically_on_load(true);
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GLuint texture1, texture2;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int w1, h1, c1;
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unsigned char* container = stbi_load("container.jpg", &w1, &h1, &c1, 0);
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if (container == NULL) {
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fprintf(stderr, "Failed to load image\n");
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exit(-1);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w1, h1, 0, GL_RGB, GL_UNSIGNED_BYTE, container);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int w2, h2, c2;
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unsigned char* smiley = stbi_load("awesomeface.png", &w2, &h2, &c2, 0);
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if (smiley == NULL) {
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fprintf(stderr, "Failed to load image\n");
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exit(-1);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w2, h2, 0, GL_RGBA, GL_UNSIGNED_BYTE, smiley);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(container);
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stbi_image_free(smiley);
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float v1[] = {
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// Position // Color // UV
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 2.0f
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};
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unsigned int indices[] = {
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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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GLuint vaos[2];
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GLuint vbos[2];
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unsigned int 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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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glUseProgram(shaderProgram);
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int t1Loc = glGetUniformLocation(shaderProgram, "t1");
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glUniform1i(t1Loc, 0);
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int t2Loc = glGetUniformLocation(shaderProgram, "t2");
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glUniform1i(t2Loc, 1);
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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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float timeValue = glfwGetTime();
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float mix = (sin(timeValue) / 2.0f) + 0.5f;
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glUseProgram(shaderProgram);
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int offsetLoc = glGetUniformLocation(shaderProgram, "mixAmount");
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glUniform1f(offsetLoc, mix);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindVertexArray(vaos[0]);
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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(2, vbos);
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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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