basic triangle
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a80395b964
commit
b012641dc9
2
build.sh
2
build.sh
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@ -1,2 +1,2 @@
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#!/usr/bin/env bash
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cd build && cmake .. && make && ./TimeCoil
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cd build && cmake -DCMAKE_C_FLAGS="-g" .. && make && ./TimeCoil
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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}
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@ -0,0 +1,6 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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112
src/main.cpp
112
src/main.cpp
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <fstream>
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#include <cstring>
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void framebufferSizeCallback(GLFWwindow *window, int width, int height) {
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glViewport(10, 10, width-10, height-10);
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@ -16,20 +18,91 @@ void renderGraphics(GLFWwindow *window) {
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}
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void gracefulExit(int code) {
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glfwTerminate();
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exit(code);
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}
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std::string readFile(std::string path) {
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std::ifstream file(path);
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if (!file.is_open())
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std::cerr << "File " << path << " was not found." << std::endl;
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std::string content = "";
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std::string buffer = "";
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while(getline(file, buffer)) {
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content += buffer + "\n";
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}
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content += '\0';
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std::cout << content << std::endl;
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file.close();
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return content;
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}
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unsigned int prepareShaders() {
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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std::string vertexShaderSourceString = readFile("../shaders/shader.vert");
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std::string fragmentShaderSourceString = readFile("../shaders/shader.frag");
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const char *vertexShaderSource = vertexShaderSourceString.c_str();
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const char *fragmentShaderSource = fragmentShaderSourceString.c_str();
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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 log[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, log);
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std::cerr << "Could not compile vertex shader: " << log << std::endl;
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gracefulExit(-1);
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}
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, log);
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std::cerr << "Could not compile fragment shader: " << log << std::endl;
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gracefulExit(-1);
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}
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unsigned int shaderProgram;
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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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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, log);
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std::cerr << "Could not link program: " << log << std::endl;
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gracefulExit(-1);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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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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#ifdef __APPLE__
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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#endif
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GLFWwindow *window = glfwCreateWindow(800, 600, "TimeCoil", NULL, NULL);
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if (window == NULL) {
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std::cerr << "Failed to create GLFW window." << std::endl;
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glfwTerminate();
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return -1;
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gracefulExit(-1);
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}
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glfwMakeContextCurrent(window);
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return -1;
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}
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unsigned int shaderProgram = prepareShaders();
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float vertices[] = {
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-0.5, 0.0, 0.0,
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0.5, 0.5, 0.0,
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0.5, -0.5, 0.0
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};
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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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(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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gracefulExit(0);
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}
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