rewrite for practice.
This commit is contained in:
parent
56bc859562
commit
177689ec0f
2 changed files with 333 additions and 137 deletions
250
mybox.cpp
250
mybox.cpp
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@ -1,29 +1,55 @@
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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 <cassert>
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#include <string.h>
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#include "src/standard_ints.h"
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#include "src/lgl_callbacks.h"
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#include "src/lgl_shader_tools.h"
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#define SHADER_CNT 3
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char *shader_list[SHADER_CNT] = {
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"vertex.vert",
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"fragment.frag",
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"fragment2.frag"
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};
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struct shader_storage {
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u32 type;
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bool compiled;
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bool freed;
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u32 h;
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};
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struct shader_storage shader_set[SHADER_CNT] = {
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{GL_VERTEX_SHADER},
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{GL_FRAGMENT_SHADER},
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{GL_FRAGMENT_SHADER}
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};
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void helper_capabilitiesCheck() {
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i32 numAttrs;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numAttrs);
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std::cout << "Maximum number of vertex attributes for this hardware: "
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<< numAttrs << std::endl;
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}
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int main(void) {
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std::cout << "Hello Shaders." << std::endl;
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std::cout << "Hello World." << std::endl;
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// Setup GLFW context
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glfwInit();
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// Establish 4.2 GL requirement
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Build the winodw
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GLFWwindow *window = glfwCreateWindow(960, 400,
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"Hello MyBox", NULL, NULL);
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GLFWwindow *window = glfwCreateWindow(960, 400,
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"Hello Shader", NULL, NULL);
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glfwSetWindowPos(window, 140, 1000);
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if (window == NULL) {
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@ -33,99 +59,69 @@ int main(void) {
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}
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glfwMakeContextCurrent(window);
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// Set the resize callback;
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// Setup the glad loader
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initalize GLAD." << std::endl;
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glfwTerminate();
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return -1;
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}
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helper_capabilitiesCheck();
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/* ====================================================================== */
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/* ====================================================================== */
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/* ====================================================================== */
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i32 success;
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char infoLog[512];
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char debug_msg[512];
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GLchar *shdr_source;
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// Create the vertex shader
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GLchar *shdr_src_vertex;
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readshader("vertex.vert", &shdr_src_vertex);
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u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_vertex);
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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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return -1;
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for (u32 i = 0; i < SHADER_CNT; i++) {
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shader_set[i].h = glCreateShader(shader_set[i].type);
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readshader(shader_list[i], &shdr_source);
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glShaderSource(shader_set[i].h, 1, &shdr_source, NULL);
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glCompileShader(shader_set[i].h);
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glGetShaderiv(shader_set[i].h, GL_COMPILE_STATUS, &success);
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freeshader(shdr_source);
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if (!success) {
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glGetShaderInfoLog(shader_set[i].h, 512, NULL, debug_msg);
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std::cerr << "ERROR SHADER::Compilation Failed for shader: \n\t" <<
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shader_list[i] << std::endl;
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return -1;
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} else {
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shader_set[i].compiled = true;
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}
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}
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// Create the fragment shader
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GLchar *shdr_src_fragment;
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readshader("fragment.frag", &shdr_src_fragment);
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u32 fragmentShader[2] = {
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glCreateShader(GL_FRAGMENT_SHADER),
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glCreateShader(GL_FRAGMENT_SHADER)
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};
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glShaderSource(fragmentShader[0], 1, &shdr_src_fragment, NULL);
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glCompileShader(fragmentShader[0]);
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glGetShaderiv(fragmentShader[0], GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_fragment);
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if (!success) {
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glGetShaderInfoLog(fragmentShader[0], 512, NULL, infoLog);
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std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
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infoLog << std::endl;
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return -1;
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// Next, generate the shader programs
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u32 shaderProgram[2];
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for (u32 i = 0; i < 2; i++) {
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shaderProgram[i] = glCreateProgram();
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glAttachShader(shaderProgram[i], shader_set[0].h);
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}
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glAttachShader(shaderProgram[0], shader_set[1].h);
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glAttachShader(shaderProgram[1], shader_set[2].h);
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for (u32 i = 0; i < 2; i++) {
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glLinkProgram(shaderProgram[i]);
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glGetProgramiv(shaderProgram[i], GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram[i], 512, NULL, debug_msg);
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std::cout << "ERROR SHADER::Linking Failed\n" <<
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debug_msg << std::endl;
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return -1;
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}
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}
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readshader("fragment2.frag", &shdr_src_fragment);
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glShaderSource(fragmentShader[1], 1, &shdr_src_fragment, NULL);
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glCompileShader(fragmentShader[1]);
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glGetShaderiv(fragmentShader[1], GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_fragment);
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if (!success) {
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glGetShaderInfoLog(fragmentShader[1], 512, NULL, infoLog);
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std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
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infoLog << std::endl;
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return -1;
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for (u32 i = 0; i < SHADER_CNT; i++) {
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if (shader_set[i].compiled && !shader_set[i].freed) {
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glDeleteShader(shader_set[i].h);
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shader_set[i].freed = true;
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}
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}
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// Create the shader program
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u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()};
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glAttachShader(shaderProgram[0], vertexShader);
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glAttachShader(shaderProgram[1], vertexShader);
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glAttachShader(shaderProgram[0], fragmentShader[0]);
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glAttachShader(shaderProgram[1], fragmentShader[1]);
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glLinkProgram(shaderProgram[0]);
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glGetProgramiv(shaderProgram[0], GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram[0], 512, NULL, infoLog);
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std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
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infoLog << std::endl;
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return -1;
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}
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glLinkProgram(shaderProgram[1]);
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glGetProgramiv(shaderProgram[1], GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram[1], 512, NULL, infoLog);
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std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
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infoLog << std::endl;
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return -1;
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}
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// Free the old shader bits
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader[0]);
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glDeleteShader(fragmentShader[1]);
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/* ====================================================================== */
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/* ====================================================================== */
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/* ====================================================================== */
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// Define the vertex shader dat.
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f32 vertices_1[] = {
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-0.9f, -0.66f, 0.0f,
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-0.50f, +0.66f, 0.0f
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};
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f32 vertices_2[sizeof(vertices_1)/sizeof(f32)];
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for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i++) {
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if (i % 3 == 0) {
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vertices_2[i] = -1*vertices_1[i];
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} else {
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vertices_2[i] = vertices_1[i];
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}
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memcpy(vertices_2, vertices_1, sizeof(vertices_1));
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for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i+=3) {
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vertices_2[i] *= -1;
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}
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f32 *vert_ptr[2];
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vert_ptr[0] = vertices_1;
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vert_ptr[1] = vertices_2;
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u32 indicies[] {
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0, 1, 2, // t1
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};
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u32 VAO[2]; // Vertex Array Object refernce number
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glGenVertexArrays(2, VAO); // ask the GPU for a reference for one buffer
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u32 VBO[2]; // Vertex Buffer Object refernce number
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glGenBuffers(2, VBO); // ask the GPU for a reference for one buffer
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u32 EBO; //
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glGenBuffers(1, &EBO); // ask the gpu for a reference for one buffer
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// Bind VAO, meaning we
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glBindVertexArray(VAO[0]);
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// Tell the GPU subsequent calls to modify buffers apply to this buffer,
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// namely, the VBO buffer.
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glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vertices_1, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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// For the current Generic Vertex Attirbute Array object (VAO), indicate
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// what index we should be starting in for subsequent draw calls.
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glEnableVertexAttribArray(0);
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glBindVertexArray(VAO[1]);
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glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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u32 VAOs[2];
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glGenVertexArrays(2, VAOs);
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u32 VBOs[2];
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glGenBuffers(2, VBOs);
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u32 EBO;
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glGenBuffers(1, &EBO);
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// For the VAO array (theoretically, but we have an array of 1), start
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// at the 0th element of the VAO array.
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glEnableVertexAttribArray(0);
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for (u32 i = 0; i < 2; i++) {
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glBindVertexArray(VAOs[i]);
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glBindBuffer(GL_ARRAY_BUFFER, VBOs[i]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vert_ptr[i], GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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// Setup the indexing into the VBO data. The EBO is the indirection buffer
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// that tells the GPU where to look into it's known GL_ARRAY_BUFFER object
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// for data.
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glEnableVertexAttribArray(0);
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// ??
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glBindVertexArray(0); // i.e., UNBIND the vertex array.
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while(!glfwWindowShouldClose(window)) {
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processInput(window);
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// Do some rendering
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glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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for (u32 i = 0; i < 2; i++) {
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glUseProgram(shaderProgram[i]);
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glBindVertexArray(VAOs[i]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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glUseProgram(shaderProgram[0]);
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glBindVertexArray(VAO[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(shaderProgram[1]);
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glBindVertexArray(VAO[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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//glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
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// Finish up
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(2, VAO);
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glDeleteBuffers(2, VBO);
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glDeleteBuffers(1, &EBO);
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glDeleteProgram(shaderProgram[0]);
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glDeleteProgram(shaderProgram[1]);
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glDeleteVertexArrays(2, VAOs);
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glDeleteBuffers(2, VBOs);
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glDeleteTextures(1, &EBO);
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for (u32 i = 0; i < 2; i++) {
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glDeleteProgram(shaderProgram[i]);
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}
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i32 xpos, ypos;
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glfwGetWindowPos(window, &xpos, &ypos);
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glfwTerminate();
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return 0;
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}
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220
mybox_1.cpp
Normal file
220
mybox_1.cpp
Normal file
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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 <cassert>
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#include "src/standard_ints.h"
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#include "src/lgl_callbacks.h"
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#include "src/lgl_shader_tools.h"
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int main(void) {
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std::cout << "Hello World." << std::endl;
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// Setup GLFW context
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glfwInit();
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// Establish 4.2 GL requirement
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Build the winodw
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GLFWwindow *window = glfwCreateWindow(960, 400,
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"Hello MyBox", NULL, NULL);
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glfwSetWindowPos(window, 140, 1000);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window." << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// Set the resize callback;
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// Setup the glad loader
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initalize GLAD." << std::endl;
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return -1;
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}
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/* ====================================================================== */
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/* ====================================================================== */
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/* ====================================================================== */
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i32 success;
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char infoLog[512];
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// Create the vertex shader
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GLchar *shdr_src_vertex;
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readshader("vertex.vert", &shdr_src_vertex);
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u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_vertex);
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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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return -1;
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}
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// Create the fragment shader
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GLchar *shdr_src_fragment;
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readshader("fragment.frag", &shdr_src_fragment);
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u32 fragmentShader[2] = {
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glCreateShader(GL_FRAGMENT_SHADER),
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glCreateShader(GL_FRAGMENT_SHADER)
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};
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glShaderSource(fragmentShader[0], 1, &shdr_src_fragment, NULL);
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glCompileShader(fragmentShader[0]);
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glGetShaderiv(fragmentShader[0], GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_fragment);
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if (!success) {
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glGetShaderInfoLog(fragmentShader[0], 512, NULL, infoLog);
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std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
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infoLog << std::endl;
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return -1;
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}
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readshader("fragment2.frag", &shdr_src_fragment);
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glShaderSource(fragmentShader[1], 1, &shdr_src_fragment, NULL);
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glCompileShader(fragmentShader[1]);
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glGetShaderiv(fragmentShader[1], GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_fragment);
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if (!success) {
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glGetShaderInfoLog(fragmentShader[1], 512, NULL, infoLog);
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std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" <<
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infoLog << std::endl;
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return -1;
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}
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// Create the shader program
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u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()};
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glAttachShader(shaderProgram[0], vertexShader);
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glAttachShader(shaderProgram[1], vertexShader);
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glAttachShader(shaderProgram[0], fragmentShader[0]);
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glAttachShader(shaderProgram[1], fragmentShader[1]);
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glLinkProgram(shaderProgram[0]);
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glGetProgramiv(shaderProgram[0], GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram[0], 512, NULL, infoLog);
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std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
|
||||
infoLog << std::endl;
|
||||
return -1;
|
||||
}
|
||||
glLinkProgram(shaderProgram[1]);
|
||||
glGetProgramiv(shaderProgram[1], GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(shaderProgram[1], 512, NULL, infoLog);
|
||||
std::cout << "ERROR SHADER::PROGRAM::Linking Failed\n" <<
|
||||
infoLog << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Free the old shader bits
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader[0]);
|
||||
glDeleteShader(fragmentShader[1]);
|
||||
|
||||
/* ====================================================================== */
|
||||
/* ====================================================================== */
|
||||
|
||||
// Define the vertex shader dat.
|
||||
f32 vertices_1[] = {
|
||||
-0.9f, -0.66f, 0.0f,
|
||||
-0.1f, -0.66f, 0.0f,
|
||||
-0.50f, +0.66f, 0.0f
|
||||
};
|
||||
f32 vertices_2[sizeof(vertices_1)/sizeof(f32)];
|
||||
for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i++) {
|
||||
if (i % 3 == 0) {
|
||||
vertices_2[i] = -1*vertices_1[i];
|
||||
} else {
|
||||
vertices_2[i] = vertices_1[i];
|
||||
}
|
||||
}
|
||||
u32 indicies[] {
|
||||
0, 1, 2, // t1
|
||||
};
|
||||
u32 VAO[2]; // Vertex Array Object refernce number
|
||||
glGenVertexArrays(2, VAO); // ask the GPU for a reference for one buffer
|
||||
u32 VBO[2]; // Vertex Buffer Object refernce number
|
||||
glGenBuffers(2, VBO); // ask the GPU for a reference for one buffer
|
||||
u32 EBO; //
|
||||
glGenBuffers(1, &EBO); // ask the gpu for a reference for one buffer
|
||||
|
||||
// Bind VAO, meaning we
|
||||
glBindVertexArray(VAO[0]);
|
||||
// Tell the GPU subsequent calls to modify buffers apply to this buffer,
|
||||
// namely, the VBO buffer.
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vertices_1, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
|
||||
// For the current Generic Vertex Attirbute Array object (VAO), indicate
|
||||
// what index we should be starting in for subsequent draw calls.
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindVertexArray(VAO[1]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
|
||||
|
||||
// For the VAO array (theoretically, but we have an array of 1), start
|
||||
// at the 0th element of the VAO array.
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Setup the indexing into the VBO data. The EBO is the indirection buffer
|
||||
// that tells the GPU where to look into it's known GL_ARRAY_BUFFER object
|
||||
// for data.
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
// ??
|
||||
|
||||
glBindVertexArray(0); // i.e., UNBIND the vertex array.
|
||||
|
||||
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
processInput(window);
|
||||
|
||||
// Do some rendering
|
||||
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(shaderProgram[0]);
|
||||
glBindVertexArray(VAO[0]);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glUseProgram(shaderProgram[1]);
|
||||
glBindVertexArray(VAO[1]);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
//glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
|
||||
|
||||
// Finish up
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glDeleteVertexArrays(2, VAO);
|
||||
glDeleteBuffers(2, VBO);
|
||||
glDeleteBuffers(1, &EBO);
|
||||
glDeleteProgram(shaderProgram[0]);
|
||||
glDeleteProgram(shaderProgram[1]);
|
||||
|
||||
i32 xpos, ypos;
|
||||
glfwGetWindowPos(window, &xpos, &ypos);
|
||||
std::cout << "Closed window at pos`ition\n (X,Y) = "
|
||||
<< xpos << ", " << ypos << "\n" << std::endl;
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue