Cleanup workspace
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0
MyGraphicsEngine/Shader/fragment.shader
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0
MyGraphicsEngine/Shader/fragment.shader
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7
MyGraphicsEngine/Shader/vertex.shader
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7
MyGraphicsEngine/Shader/vertex.shader
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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MyGraphicsEngine/glWindow.c
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MyGraphicsEngine/glWindow.c
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#include <stdio.h>
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#include "glfw3.h"
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//#include "spdlog.h"
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GLFWwindow * window;
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int main (void) {
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// spdlog::info("Welcome to spdlog!");
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if ( !glfwInit()){
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puts("Failed to initialize GLFW!");
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return -1;
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}
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window = glfwCreateWindow( 640 , 480, "BarinkEngine", NULL, NULL);
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if( !window){
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puts("Failed to create the 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(glfwVulkanSupported())
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{
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puts("Vulkan is supported!");
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}
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int width,height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0,0, width, height);
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// SOURCE: https://learnopengl.com/Getting-started/Hello-Triangle
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float vertices[] = {
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-0.5, -0.5f, 0.0f,
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0.5, -0.5f, 0.0f,
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0.5, 0.5f, 0.0f,
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};
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unsigned int VBO;
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glGenBuffers(1,&VBO);
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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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// Load the vertex shader program
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main ()\n {\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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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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glUseProgram(shaderProgram);
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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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// Copy our vertices array in a buffer for OpenGL to use
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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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// then set the vertex attributes pointers
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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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unsigned int VAO;
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glGenVertexArrays(1,&VAO);
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glBindVertexArray(VAO);
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// use our hader program when we want to render an object
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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while(!glfwWindowShouldClose(window)){
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/* Start rendering here */
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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/* Poll for and process events */
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glfwPollEvents();
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glfwTerminate();
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return 0;
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}
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