157 lines
5.0 KiB
C++
157 lines
5.0 KiB
C++
#include <EGL/egl.h>
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// #include <GL/glew.h>
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#include "include/gl_utils.h"
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#include <GL/glut.h>
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#include <GLFW/glfw3.h>
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// #include <GLES2/gl2.h>
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#include "pog.h"
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#include <iostream>
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int main() {
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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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// 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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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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}
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glViewport(0, 0, 1920, 1080);
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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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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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if (!GLAD_GL_ARB_direct_state_access) {
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/* see
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* https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_direct_state_access.txt
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* https://www.khronos.org/opengl/wiki/Direct_State_Access. This is the way.
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*/
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std::cout << "DSA not supported!" << std::endl;
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return -1;
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}
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// compiling the shaders
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const char *vertexShaderSource =
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"#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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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER); // compile code
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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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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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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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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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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"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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"}\0";
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader); // compile fragment shader
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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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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unsigned int shaderProgram;
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shaderProgram = glCreateProgram(); // create shader program
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// attaching shaders to our program
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glValidateProgram(shaderProgram);
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glUseProgram(shaderProgram); // use it NOW
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// not needed anymore they're linked
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// Vertex data
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float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
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unsigned int VBO, VAO;
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glGenBuffers(1, &VBO);
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// bind vertex object
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glGenVertexArrays(1, &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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// tell OpenGL's stupid existence how to interpret data
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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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while (!glfwWindowShouldClose(window)) {
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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(
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VAO); // seeing as we only have a single VAO there's no need to bind it
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// 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
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// 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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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow *window) {
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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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