rewrite for practice.
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					 2 changed files with 333 additions and 137 deletions
				
			
		
							
								
								
									
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								mybox.cpp
									
										
									
									
									
								
							
							
						
						
									
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								mybox.cpp
									
										
									
									
									
								
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					@ -1,29 +1,55 @@
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#include <glad/glad.h>
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					#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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					#include <GLFW/glfw3.h>
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#include <iostream>
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					#include <iostream>
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#include <cassert>
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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/standard_ints.h"
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#include "src/lgl_callbacks.h"
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					#include "src/lgl_callbacks.h"
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#include "src/lgl_shader_tools.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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					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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					 | 
				
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	// Setup GLFW context
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					 | 
				
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	glfwInit();
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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_MAJOR, 4);
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	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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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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						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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						GLFWwindow *window = glfwCreateWindow(960, 400,
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		"Hello MyBox", NULL, NULL);
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							"Hello Shader", NULL, NULL);
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	glfwSetWindowPos(window, 140, 1000);
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						glfwSetWindowPos(window, 140, 1000);
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	if (window == NULL) {
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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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						}
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	glfwMakeContextCurrent(window);
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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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						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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						if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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		std::cout << "Failed to initalize GLAD." << std::endl;
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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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							return -1;
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	}
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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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						/* ====================================================================== */
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	/* ====================================================================== */
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						/* ====================================================================== */
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	i32 success;
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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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						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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							if (!success) {
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		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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								glGetShaderInfoLog(shader_set[i].h, 512, NULL, debug_msg);
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		std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" << 
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								std::cerr << "ERROR SHADER::Compilation Failed for shader: \n\t" <<
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			infoLog << std::endl;
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									shader_list[i] << std::endl;
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			return -1;
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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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						}
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	// Create the fragment shader
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						// Next, generate the shader programs
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	GLchar *shdr_src_fragment;
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						u32 shaderProgram[2];
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	readshader("fragment.frag", &shdr_src_fragment);
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						for (u32 i = 0; i < 2; i++) {
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	u32 fragmentShader[2] = {
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							shaderProgram[i] = glCreateProgram();
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		glCreateShader(GL_FRAGMENT_SHADER),
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							glAttachShader(shaderProgram[i], shader_set[0].h);
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		glCreateShader(GL_FRAGMENT_SHADER)
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						}
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	};
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						glAttachShader(shaderProgram[0], shader_set[1].h);
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	glShaderSource(fragmentShader[0], 1, &shdr_src_fragment, NULL);
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						glAttachShader(shaderProgram[1], shader_set[2].h);
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	glCompileShader(fragmentShader[0]);
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						for (u32 i = 0; i < 2; i++) {
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	glGetShaderiv(fragmentShader[0], GL_COMPILE_STATUS, &success);
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							glLinkProgram(shaderProgram[i]);
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	freeshader(shdr_src_fragment);
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							glGetProgramiv(shaderProgram[i], GL_LINK_STATUS, &success);
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		if (!success) {
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							if (!success) {
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		glGetShaderInfoLog(fragmentShader[0], 512, NULL, infoLog);
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								glGetProgramInfoLog(shaderProgram[i], 512, NULL, debug_msg);
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		std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" << 
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								std::cout << "ERROR SHADER::Linking Failed\n" << 
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			infoLog << std::endl;
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									debug_msg << std::endl;
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			return -1;
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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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	}
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						}
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	// Create the shader program
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						for (u32 i = 0; i < SHADER_CNT; i++) {
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	u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()};
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							if (shader_set[i].compiled && !shader_set[i].freed) {
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	glAttachShader(shaderProgram[0], vertexShader);
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								glDeleteShader(shader_set[i].h);
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	glAttachShader(shaderProgram[1], vertexShader);
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								shader_set[i].freed = true;
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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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							}
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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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						}
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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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						/* ====================================================================== */
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						/* ====================================================================== */
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	// Define the vertex shader dat.
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						// Define the vertex shader dat.
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	f32 vertices_1[] = {
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						f32 vertices_1[] = {
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		-0.9f, -0.66f, 0.0f,
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							-0.9f, -0.66f, 0.0f,
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					@ -133,82 +129,61 @@ int main(void) {
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		-0.50f, +0.66f, 0.0f
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							-0.50f, +0.66f, 0.0f
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	};
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						};
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	f32 vertices_2[sizeof(vertices_1)/sizeof(f32)];
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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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						memcpy(vertices_2, vertices_1, sizeof(vertices_1));
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		if (i % 3 == 0) {
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						for (u32 i = 0; i < sizeof(vertices_1)/sizeof(f32); i+=3) {
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			vertices_2[i] = -1*vertices_1[i];
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							vertices_2[i] *= -1;
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		} else {
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			vertices_2[i] = vertices_1[i];
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		}
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	}
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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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						u32 indicies[] {
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		0, 1, 2,	// t1
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							0, 1, 2,	// t1
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	};
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						};
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	u32 VAO[2]; // Vertex Array Object refernce number
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					 | 
				
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	glGenVertexArrays(2, VAO); // ask the GPU for a reference for one buffer
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					 | 
				
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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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						u32 VAOs[2];
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	glBindVertexArray(VAO[0]); 
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						glGenVertexArrays(2, VAOs);
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	// Tell the GPU subsequent calls to modify buffers apply to this buffer, 
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						u32 VBOs[2];
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	// namely, the VBO buffer.
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						glGenBuffers(2, VBOs);
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	glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
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						u32 EBO;
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	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vertices_1, GL_STATIC_DRAW);
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						glGenBuffers(1, &EBO);
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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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					 | 
				
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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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						for (u32 i = 0; i < 2; i++) {
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	glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
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							glBindVertexArray(VAOs[i]);
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	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW);
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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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							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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							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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							glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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	// For the VAO array (theoretically, but we have an array of 1), start
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					 | 
				
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	// at the 0th element of the VAO array.
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					 | 
				
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		glEnableVertexAttribArray(0);
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							glEnableVertexAttribArray(0);
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						}
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	// Setup the indexing into the VBO data. The EBO is the indirection buffer
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					 | 
				
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	// that tells the GPU where to look into it's known GL_ARRAY_BUFFER object
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					 | 
				
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	// for data.
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					 | 
				
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	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | 
						glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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	// ??
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					 | 
				
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 | 
					 | 
				
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	glBindVertexArray(0); // i.e., UNBIND the vertex array.
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					 | 
				
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					 | 
				
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 | 
					
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	while(!glfwWindowShouldClose(window)) {
 | 
						while(!glfwWindowShouldClose(window)) {
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		processInput(window);
 | 
							processInput(window);
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		// Do some rendering
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					 | 
				
			||||||
		glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
 | 
							glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
 | 
				
			||||||
		glClear(GL_COLOR_BUFFER_BIT);
 | 
							glClear(GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
		
 | 
							
 | 
				
			||||||
		glUseProgram(shaderProgram[0]);
 | 
							for (u32 i = 0; i < 2; i++) {
 | 
				
			||||||
		glBindVertexArray(VAO[0]);
 | 
								glUseProgram(shaderProgram[i]);
 | 
				
			||||||
 | 
								glBindVertexArray(VAOs[i]);
 | 
				
			||||||
			glDrawArrays(GL_TRIANGLES, 0, 3);
 | 
								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);
 | 
							glfwSwapBuffers(window);
 | 
				
			||||||
		glfwPollEvents();
 | 
							glfwPollEvents();
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	glDeleteVertexArrays(2, VAO);
 | 
						glDeleteVertexArrays(2, VAOs);
 | 
				
			||||||
	glDeleteBuffers(2, VBO);
 | 
						glDeleteBuffers(2, VBOs);
 | 
				
			||||||
	glDeleteBuffers(1, &EBO);
 | 
						glDeleteTextures(1, &EBO);
 | 
				
			||||||
	glDeleteProgram(shaderProgram[0]);
 | 
						for (u32 i = 0; i < 2; i++) {
 | 
				
			||||||
	glDeleteProgram(shaderProgram[1]);
 | 
							glDeleteProgram(shaderProgram[i]);
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	i32 xpos, ypos;
 | 
						i32 xpos, ypos;
 | 
				
			||||||
	glfwGetWindowPos(window, &xpos, &ypos);
 | 
						glfwGetWindowPos(window, &xpos, &ypos);
 | 
				
			||||||
| 
						 | 
					@ -217,4 +192,5 @@ int main(void) {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	glfwTerminate();
 | 
						glfwTerminate();
 | 
				
			||||||
	return 0;
 | 
						return 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
							
								
								
									
										220
									
								
								mybox_1.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										220
									
								
								mybox_1.cpp
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
					@ -0,0 +1,220 @@
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include <glad/glad.h>
 | 
				
			||||||
 | 
					#include <GLFW/glfw3.h>
 | 
				
			||||||
 | 
					#include <iostream>
 | 
				
			||||||
 | 
					#include <cassert>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include "src/standard_ints.h"
 | 
				
			||||||
 | 
					#include "src/lgl_callbacks.h"
 | 
				
			||||||
 | 
					#include "src/lgl_shader_tools.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					int main(void) {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						std::cout << "Hello World." << std::endl;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// Setup GLFW context
 | 
				
			||||||
 | 
						glfwInit();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// Establish 4.2 GL requirement
 | 
				
			||||||
 | 
						glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
 | 
				
			||||||
 | 
						glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
 | 
				
			||||||
 | 
						glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// Build the winodw
 | 
				
			||||||
 | 
						GLFWwindow *window = glfwCreateWindow(960, 400, 
 | 
				
			||||||
 | 
							"Hello MyBox", NULL, NULL);
 | 
				
			||||||
 | 
						glfwSetWindowPos(window, 140, 1000);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						if (window == NULL) {
 | 
				
			||||||
 | 
							std::cout << "Failed to create GLFW window." << std::endl;
 | 
				
			||||||
 | 
							glfwTerminate();
 | 
				
			||||||
 | 
							return -1;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						glfwMakeContextCurrent(window);
 | 
				
			||||||
 | 
						// Set the resize callback;
 | 
				
			||||||
 | 
						glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// Setup the glad loader
 | 
				
			||||||
 | 
						if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
 | 
				
			||||||
 | 
							std::cout << "Failed to initalize GLAD." << std::endl;
 | 
				
			||||||
 | 
							return -1;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						/* ====================================================================== */
 | 
				
			||||||
 | 
						/* ====================================================================== */
 | 
				
			||||||
 | 
						/* ====================================================================== */
 | 
				
			||||||
 | 
						i32 success;
 | 
				
			||||||
 | 
						char infoLog[512];
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// Create the vertex shader
 | 
				
			||||||
 | 
						GLchar *shdr_src_vertex;
 | 
				
			||||||
 | 
						readshader("vertex.vert", &shdr_src_vertex);
 | 
				
			||||||
 | 
						u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
 | 
				
			||||||
 | 
						glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
 | 
				
			||||||
 | 
						glCompileShader(vertexShader);
 | 
				
			||||||
 | 
						glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
 | 
				
			||||||
 | 
						freeshader(shdr_src_vertex);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						if (!success) {
 | 
				
			||||||
 | 
							glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
 | 
				
			||||||
 | 
							std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" << 
 | 
				
			||||||
 | 
								infoLog << std::endl;
 | 
				
			||||||
 | 
							return -1;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// Create the fragment shader
 | 
				
			||||||
 | 
						GLchar *shdr_src_fragment;
 | 
				
			||||||
 | 
						readshader("fragment.frag", &shdr_src_fragment);
 | 
				
			||||||
 | 
						u32 fragmentShader[2] = {
 | 
				
			||||||
 | 
							glCreateShader(GL_FRAGMENT_SHADER),
 | 
				
			||||||
 | 
							glCreateShader(GL_FRAGMENT_SHADER)
 | 
				
			||||||
 | 
						};
 | 
				
			||||||
 | 
						glShaderSource(fragmentShader[0], 1, &shdr_src_fragment, NULL);
 | 
				
			||||||
 | 
						glCompileShader(fragmentShader[0]);
 | 
				
			||||||
 | 
						glGetShaderiv(fragmentShader[0], GL_COMPILE_STATUS, &success);
 | 
				
			||||||
 | 
						freeshader(shdr_src_fragment);
 | 
				
			||||||
 | 
						if (!success) {
 | 
				
			||||||
 | 
							glGetShaderInfoLog(fragmentShader[0], 512, NULL, infoLog);
 | 
				
			||||||
 | 
							std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" << 
 | 
				
			||||||
 | 
								infoLog << std::endl;
 | 
				
			||||||
 | 
							return -1;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						readshader("fragment2.frag", &shdr_src_fragment);
 | 
				
			||||||
 | 
						glShaderSource(fragmentShader[1], 1, &shdr_src_fragment, NULL);
 | 
				
			||||||
 | 
						glCompileShader(fragmentShader[1]);
 | 
				
			||||||
 | 
						glGetShaderiv(fragmentShader[1], GL_COMPILE_STATUS, &success);
 | 
				
			||||||
 | 
						freeshader(shdr_src_fragment);
 | 
				
			||||||
 | 
						if (!success) {
 | 
				
			||||||
 | 
							glGetShaderInfoLog(fragmentShader[1], 512, NULL, infoLog);
 | 
				
			||||||
 | 
							std::cout << "ERROR SHADER::FRAGMENT::Compilation Failed\n" << 
 | 
				
			||||||
 | 
								infoLog << std::endl;
 | 
				
			||||||
 | 
							return -1;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// Create the shader program
 | 
				
			||||||
 | 
						u32 shaderProgram[2] = {glCreateProgram(), glCreateProgram()};
 | 
				
			||||||
 | 
						glAttachShader(shaderProgram[0], vertexShader);
 | 
				
			||||||
 | 
						glAttachShader(shaderProgram[1], vertexShader);
 | 
				
			||||||
 | 
						glAttachShader(shaderProgram[0], fragmentShader[0]);
 | 
				
			||||||
 | 
						glAttachShader(shaderProgram[1], fragmentShader[1]);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						glLinkProgram(shaderProgram[0]);
 | 
				
			||||||
 | 
						glGetProgramiv(shaderProgram[0], GL_LINK_STATUS, &success);
 | 
				
			||||||
 | 
						if (!success) {
 | 
				
			||||||
 | 
							glGetProgramInfoLog(shaderProgram[0], 512, NULL, infoLog);
 | 
				
			||||||
 | 
							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;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
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		Reference in a new issue