LearnOpenGL tutorial. Made it up to Shaders
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								src/main.cpp
									
									
									
									
									
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								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
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								src/vertex.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,7 @@
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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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