| 1 | // NEXT STEP; Modify the vertex shader
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| 2 |
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| 3 | #include "logger.h"
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| 4 |
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| 5 | #include <GL/glew.h>
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| 6 | #include <GLFW/glfw3.h>
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| 7 |
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| 8 | #include <cstdio>
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| 9 | #include <iostream>
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| 10 | #include <fstream>
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| 11 |
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| 12 | using namespace std;
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| 13 |
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| 14 | GLuint loadShader(GLenum type, string file);
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| 15 |
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| 16 | const bool FULLSCREEN = false;
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| 17 |
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| 18 | void glfw_error_callback(int error, const char* description) {
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| 19 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 20 | }
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| 21 |
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| 22 | int main(int argc, char* argv[]) {
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| 23 | cout << "New OpenGL Game" << endl;
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| 24 |
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| 25 | if (!restart_gl_log()) {}
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| 26 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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| 27 |
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| 28 | glfwSetErrorCallback(glfw_error_callback);
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| 29 | if (!glfwInit()) {
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| 30 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 31 | return 1;
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| 32 | }
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| 33 |
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| 34 | #ifdef __APPLE__
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| 35 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 36 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 37 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 38 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 39 | #endif
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| 40 |
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| 41 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 42 |
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| 43 | GLFWwindow* window = NULL;
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| 44 |
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| 45 | int width = 640;
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| 46 | int height = 480;
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| 47 |
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| 48 | if (FULLSCREEN) {
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| 49 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 50 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 51 |
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| 52 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 53 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 54 |
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| 55 | width = vmode->width;
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| 56 | height = vmode->height;
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| 57 | } else {
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| 58 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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| 59 | }
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| 60 |
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| 61 | if (!window) {
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| 62 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 63 | glfwTerminate();
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| 64 | return 1;
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| 65 | }
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| 66 | glfwMakeContextCurrent(window);
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| 67 | glewExperimental = GL_TRUE;
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| 68 | glewInit();
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| 69 |
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| 70 | // glViewport(0, 0, width*2, height*2);
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| 71 |
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| 72 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 73 | const GLubyte* version = glGetString(GL_VERSION);
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| 74 | printf("Renderer: %s\n", renderer);
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| 75 | printf("OpenGL version supported %s\n", version);
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| 76 | glEnable(GL_DEPTH_TEST);
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| 77 | glDepthFunc(GL_LESS);
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| 78 |
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| 79 | GLfloat points[] = {
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| 80 | 0.0f, 0.5f, 0.0f,
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| 81 | 0.5f, -0.5f, 0.0f,
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| 82 | -0.5f, -0.5f, 0.0f,
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| 83 | };
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| 84 |
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| 85 | GLfloat colors[] = {
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| 86 | 1.0, 0.0, 0.0,
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| 87 | 0.0, 1.0, 0.0,
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| 88 | 0.0, 0.0, 1.0,
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| 89 | };
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| 90 |
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| 91 | GLuint points_vbo = 0;
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| 92 | glGenBuffers(1, &points_vbo);
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| 93 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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| 94 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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| 95 |
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| 96 | GLuint colors_vbo = 0;
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| 97 | glGenBuffers(1, &colors_vbo);
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| 98 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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| 99 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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| 100 |
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| 101 | GLuint vao = 0;
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| 102 | glGenVertexArrays(1, &vao);
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| 103 | glBindVertexArray(vao);
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| 104 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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| 105 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 106 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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| 107 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 108 |
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| 109 | glEnableVertexAttribArray(0);
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| 110 | glEnableVertexAttribArray(1);
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| 111 |
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| 112 | GLuint vs = loadShader(GL_VERTEX_SHADER, "./test.vert");
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| 113 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, "./test.frag");
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| 114 |
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| 115 | GLuint shader_program = glCreateProgram();
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| 116 | glAttachShader(shader_program, vs);
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| 117 | glAttachShader(shader_program, fs);
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| 118 |
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| 119 | glLinkProgram(shader_program);
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| 120 |
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| 121 | while (!glfwWindowShouldClose(window)) {
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| 122 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 123 | glUseProgram(shader_program);
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| 124 | glBindVertexArray(vao);
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| 125 | glDrawArrays(GL_TRIANGLES, 0, 3);
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| 126 |
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| 127 | glfwPollEvents();
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| 128 | glfwSwapBuffers(window);
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| 129 |
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| 130 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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| 131 | glfwSetWindowShouldClose(window, 1);
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| 132 | }
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| 133 | }
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| 134 |
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| 135 | glfwTerminate();
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| 136 | return 0;
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| 137 | }
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| 138 |
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| 139 | GLuint loadShader(GLenum type, string file) {
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| 140 | cout << "Loading shader from file " << file << endl;
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| 141 |
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| 142 | ifstream shaderFile(file);
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| 143 | GLuint shaderId = 0;
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| 144 |
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| 145 | if (shaderFile.is_open()) {
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| 146 | string line, shaderString;
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| 147 |
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| 148 | while(getline(shaderFile, line)) {
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| 149 | shaderString += line + "\n";
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| 150 | }
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| 151 | shaderFile.close();
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| 152 | const char* shaderCString = shaderString.c_str();
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| 153 |
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| 154 | shaderId = glCreateShader(type);
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| 155 | glShaderSource(shaderId, 1, &shaderCString, NULL);
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| 156 | glCompileShader(shaderId);
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| 157 |
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| 158 | cout << "Loaded successfully" << endl;
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| 159 | } else {
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| 160 | cout << "Failed to loade the file" << endl;
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| 161 | }
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| 162 |
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| 163 | return shaderId;
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| 164 | }
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