196 lines
No EOL
4.9 KiB
C++
196 lines
No EOL
4.9 KiB
C++
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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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glfwInit();
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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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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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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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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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 debug_msg[512];
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GLchar *shdr_source;
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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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// 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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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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/* ====================================================================== */
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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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-0.1f, -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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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 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 (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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glEnableVertexAttribArray(0);
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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while(!glfwWindowShouldClose(window)) {
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processInput(window);
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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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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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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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std::cout << "Closed window at pos`ition\n (X,Y) = "
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<< xpos << ", " << ypos << "\n" << std::endl;
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glfwTerminate();
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return 0;
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} |