LearnOpenGL tutorial. Made it up to Shaders
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f0ac2901e7
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.gitignore
vendored
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2
.gitignore
vendored
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lib/
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build/
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12
Makefile
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12
Makefile
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CC = g++
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CFLAGS = -std=c++17 -O2
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LDFLAGS = -lglfw3 -lGL -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi
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OUT_NAME = LearnOpenGL
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build: src/main.cpp
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mkdir -p build/
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$(CC) $(CFLAGS) -Ilib/GLAD/include -Ilib/glfw/include -o build/$(OUT_NAME) lib/GLAD/src/glad.c src/main.cpp $(LDFLAGS)
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run: build/$(OUT_NAME)
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./build/$(OUT_NAME)
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172
src/main.cpp
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172
src/main.cpp
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#include <stdio.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0,0, width, height);
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}
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void processInput( GLFWwindow* window){
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if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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int main() {
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printf("Hello OpenGL!");
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if( window == NULL){
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printf("Failed to create GLFW window!");
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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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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
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printf("Failed to initialize GLAD!");
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return -1;
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}
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glViewport(0,0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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// TODO: Load from disk
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const char* vertextShaderSource =
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"#version 460 core\n"
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"layout (location=0) in vec3 aPos;\n"
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"void main(){\n"
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"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertextShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char infolog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success){
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glGetShaderInfoLog(vertexShader, 512, NULL, infolog);
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printf ( "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n %s", infolog);
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}
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//TODO: load from disk
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const char* fragmentShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main(){\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n";
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success){
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glGetShaderInfoLog(fragmentShader, 512 ,NULL,infolog);
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printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n %s", infolog);
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}
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infolog);
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printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infolog);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top, right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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unsigned int indices[] = {
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0, 1,3, // first triangle
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1,2,3 // second triangle
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};
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// Vertex buffer objects!!
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// WireFrame mode
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while(!glfwWindowShouldClose(window))
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{
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processInput(window);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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return 0;
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}
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7
src/vertex.shader
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7
src/vertex.shader
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#version 460 core
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layout (location=0) in vec3 aPos;
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void main(){
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gl_Position = vec4(aPos.x, aPos.y, aPos.z 1.0);
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}
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