NO MORE SEGFAULT!
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1 +1,2 @@
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/out/
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/Makefile 2
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30
pog.cpp
30
pog.cpp
@@ -8,21 +8,29 @@
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#include <iostream>
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int main() {
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glfwInit();
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std::cout << "init bruv" << std::endl;
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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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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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GLFWwindow *window;
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window = glfwCreateWindow(1920, 1080, "Test Window", NULL, NULL);
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window = glfwCreateWindow(600, 600, "Test Window", NULL, NULL);
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if (window == NULL) {
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// error handling
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std::cout << "AH HECK INIT FAILED BRUV" << std::endl;
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return 1;
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glfwTerminate();
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return -1;
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}
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glViewport(0, 0, 1920, 1080);
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std::cout << "abouta viewport" << std::endl;
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// glViewport(0, 0, 1920, 1080);
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std::cout << "viewported bruv" << std::endl;
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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std::cout << "set frame buffer size callback" << std::endl;
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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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@@ -61,9 +69,12 @@ int main() {
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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} // check if compilation succesful
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if (success == GL_TRUE)
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std::cout << "Vertex shader is gOOd!" << std::endl;
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const char *fragmentShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"in vec3 aPos;\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);"
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@@ -80,6 +91,8 @@ int main() {
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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};
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if (success == GL_TRUE)
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std::cout << "Fragment shader success" << std::endl;
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram(); // create shader program
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@@ -89,6 +102,13 @@ int main() {
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glValidateProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_VALIDATE_STATUS, &success);
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if (success == GL_FALSE) {
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// std::cout << glGetShaderInfoLog(shaderProgram, 1024) << std::endl;
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return 1;
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}
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if (success == GL_TRUE)
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std::cout << "Programiv success" << std::endl;
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glUseProgram(shaderProgram); // use it NOW
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