Window Class, Shader Class, Read Shaders from file
parent
22224ee367
commit
5f4751a27e
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@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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@ -13,7 +13,7 @@ find_package(glfw3 REQUIRED)
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link_directories(GlProject/Libraries/glew/lib)
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add_executable(GlProject
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GlProject/Main.cpp GlProject/Mesh.cpp GlProject/Mesh.h GlProject/Entity.cpp GlProject/Entity.h)
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GlProject/Main.cpp GlProject/Mesh.cpp GlProject/Mesh.h GlProject/Entity.cpp GlProject/Entity.h GlProject/Shader.cpp GlProject/Shader.h GlProject/Window.cpp GlProject/Window.h)
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target_link_libraries(GlProject
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${OPENGL_gl_LIBRARY}
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@ -9,128 +9,21 @@
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#include <gtc/matrix_transform.hpp>
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#include <gtc/type_ptr.hpp>
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#include "Window.h"
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#include "Mesh.h"
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#include "Entity.h"
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#include "Shader.h"
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//Window dimensions
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const GLint width = 800;
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const GLint height = 600;
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Window mainWindow;
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std::vector<Entity*> entities;
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Entity* triangle;
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//Conversion therapy
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const float toRadians = 3.14159265f / 180.0f;
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GLuint shader;
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GLint uModel, uProjection;
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Shader* shader;
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bool triDirection = true; //Right
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float triOffset = 0;
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float triMaxOffset = 0.7;
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float triMoveStep = 0.01;
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float triAngle = 0;
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float triAngleStep = 1.0f;
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bool triScaleDir = true;
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float triScaleMin = 0.1f;
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float triScaleMax = 0.8f;
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float triScaleCur = 0.4f;
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float triScaleStep = 0.01f;
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//Vertex Shader
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static const char* vShader = "\n\
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#version 330 \n\
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\n\
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layout (location = 0) in vec3 pos; \n\
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\n\
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uniform mat4 model; \n\
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uniform mat4 projection; \n\
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\n\
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out vec4 color; \n\
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\n\
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void main() { \n\
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gl_Position = projection * model * vec4(pos, 1.0); \n\
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color = vec4(clamp(pos, 0.0f, 1.0f), 1.0f); \n\
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} \n\
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";
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//Fragment Shader
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static const char* fShader = "\n\
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#version 330 \n\
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\n\
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in vec4 color; \n\
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\n\
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out vec4 fragColor; \n\
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\n\
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void main() { \n\
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fragColor = color; \n\
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} \n\
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";
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void addShader(GLuint program, const char* shaderCode, GLenum shaderType) {
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GLuint shader = glCreateShader(shaderType);
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const GLchar* code;
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code = shaderCode;
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GLint codeLength;
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codeLength = static_cast<GLint>(strlen(shaderCode));
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glShaderSource(shader, 1, &code, &codeLength);
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glCompileShader(shader);
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GLint result = 0;
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GLchar eLog[1024] = { 0 };
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (!result) {
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const char* shaderTypeString = (shaderType == GL_VERTEX_SHADER) ? "vertex" : "fragment";
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glGetShaderInfoLog(shader, sizeof(eLog), nullptr, eLog);
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printf("Error compiling the %s shader:\n'%s'\n", shaderTypeString, eLog);
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return;
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}
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glAttachShader(program, shader);
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}
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void compileShaders() {
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shader = glCreateProgram();
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if (!shader) {
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printf("Error creating the shader program.");
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return;
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}
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addShader(shader, vShader, GL_VERTEX_SHADER);
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addShader(shader, fShader, GL_FRAGMENT_SHADER);
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GLint result = 0;
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GLchar eLog[1024] = { 0 };
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glLinkProgram(shader);
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glGetProgramiv(shader, GL_LINK_STATUS, &result);
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if (!result) {
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glGetProgramInfoLog(shader, sizeof(eLog), nullptr, eLog);
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printf("Error linking program: '%s'\n", eLog);
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return;
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}
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glValidateProgram(shader);
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glGetProgramiv(shader, GL_VALIDATE_STATUS, &result);
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if (!result) {
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glGetProgramInfoLog(shader, sizeof(eLog), nullptr, eLog);
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printf("Error validating program: '%s'\n", eLog);
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return;
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}
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uModel = glGetUniformLocation(shader, "model");
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uProjection = glGetUniformLocation(shader, "projection");
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}
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void createTriangle() {
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void makeEntities() {
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unsigned int indices[] {
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0, 3, 1,
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1, 3, 2,
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@ -148,90 +41,37 @@ void createTriangle() {
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Mesh* mesh = new Mesh();
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mesh->create(vertices, indices, (sizeof(vertices)/sizeof(*vertices)), (sizeof(indices)/sizeof(*indices)));
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auto tri = new Entity();
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tri->create(mesh);
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tri->setPosition(glm::vec3(0, 0, -2.5f));
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tri->setScale(0.4);
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for (auto y = -1; y < 1; y++) {
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for (auto i = -1; i < 2; i++) {
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for (auto j = -4; j < -2; j++) {
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triangle = tri;
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auto *tri = new Entity();
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tri->create(mesh);
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tri->setPosition(glm::vec3(i, y + 0.25, j));
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tri->setScale(0.3);
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entities.push_back(triangle);
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auto tri2 = new Entity();
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tri2->create(mesh);
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tri2->setPosition(glm::vec3(1, -0.5, -2.5f));
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tri2->setScale(0.4);
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entities.push_back(tri2);
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auto tri3 = new Entity();
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tri3->create(mesh);
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tri3->setPosition(glm::vec3(-0.5, 0.5, -2.5f));
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tri3->setScale(0.4);
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entities.push_back(tri3);
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entities.push_back(tri);
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}
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}
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}
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}
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int main() {
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//Initialize GLFW
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if (!glfwInit()) {
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printf("GLFW init failed");
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glfwTerminate();
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return 1;
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}
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//Window
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mainWindow = Window(800, 600);
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mainWindow.initialize();
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//Set up GLFW window properties
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//Create entities
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makeEntities();
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//Version 3.2
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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//Create shader
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shader = new Shader();
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shader->createFromFile("../GlProject/Shaders/world.vs", "../GlProject/Shaders/world.fs");
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//Compatibility - No Backwards compat, only forwards
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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//Create the window
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GLFWwindow *window = glfwCreateWindow(width, height, "OpenGL Learning", nullptr, nullptr);
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if (!window) {
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printf("GLFW window failed");
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glfwTerminate();
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return 1;
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}
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//Get buffer size information (inner window array size)
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int bufferWidth, bufferHeight;
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glfwGetFramebufferSize(window, &bufferWidth, &bufferHeight);
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//Set context for GLEW to our window
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glfwMakeContextCurrent(window);
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//Allow modern extension features
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glewExperimental = GL_TRUE;
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//Initialize GLEW
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GLenum error;
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if ((error = glewInit()) != GLEW_OK) {
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printf("GLEW init failed.");
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fprintf(stderr, "Error: %s\n", glewGetErrorString(error));
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glfwDestroyWindow(window);
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glfwTerminate();
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return 1;
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}
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//Setup viewport (draw) size
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glViewport(0, 0, bufferWidth, bufferHeight);
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glEnable(GL_DEPTH_TEST);
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//Create triangle
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createTriangle();
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compileShaders();
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glm::mat4 projectionMatrix = glm::perspective(45.0f, (GLfloat)bufferWidth / (GLfloat)bufferHeight, 0.1f, 100.0f);
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glm::mat4 projectionMatrix = glm::perspective(45.0f, mainWindow.getBufferWidth() / mainWindow.getBufferHeight(), 0.1f, 100.0f);
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//Game Loop
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while (!glfwWindowShouldClose(window)) {
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while (!mainWindow.getShouldClose()) {
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//Get & Handle Input
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glfwPollEvents();
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@ -244,41 +84,28 @@ int main() {
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if (std::abs(triOffset) >= triMaxOffset) triDirection = !triDirection;
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triAngle += triAngleStep;
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if (triAngle >= 360) {
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triAngle -= 360;
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}
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if (triScaleDir /*Increasing*/) {
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triScaleCur += triScaleStep;
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}
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else /*Decreasing*/ {
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triScaleCur -= triScaleStep;
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}
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if (triScaleCur > triScaleMax || triScaleCur < triScaleMin) triScaleDir = !triScaleDir;
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// triangle->setScale(triScaleCur);
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triangle->setPosition(glm::vec3(triOffset, 0, -2.5f));
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triangle->setScale(glm::vec3(0.4, 0.4, 1));
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// triangle->setPosition(glm::vec3(triOffset, 0, -2.5f));
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// triangle->setScale(glm::vec3(0.4, 0.4, 1));
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//Clear Window
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shader);
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shader->useShader();
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glUniformMatrix4fv(uProjection, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glUniformMatrix4fv(shader->getProjectionLocation(), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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for (auto &entity : entities) {
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glUniformMatrix4fv(uModel, 1, GL_FALSE, glm::value_ptr(entity->getModelMatrix()));
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glUniformMatrix4fv(shader->getModelLocation(), 1, GL_FALSE, glm::value_ptr(entity->getModelMatrix()));
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entity->getPosition()->x += triMoveStep * (triDirection ? 1 : -1);
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entity->draw();
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}
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glUseProgram(0);
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Shader::clearShader();
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//Finish Drawing - Swap buffers
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glfwSwapBuffers(window);
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mainWindow.swapBuffers();
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}
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return 0;
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@ -0,0 +1,131 @@
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//
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// Created by aurailus on 26/11/18.
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//
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#include <cstring>
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#include "Shader.h"
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Shader::Shader() {
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shaderID = 0;
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uModel = 0;
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uProj = 0;
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}
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void Shader::createFromString(const char *vertexSource, const char *fragmentSource) {
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compileShader(vertexSource, fragmentSource);
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}
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void Shader::createFromFile(const char *vertexFile, const char *fragmentFile) {
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std::string vertexSource = readFile(vertexFile);
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std::string fragmentSource = readFile(fragmentFile);
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compileShader(vertexSource.c_str(), fragmentSource.c_str());
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}
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std::string Shader::readFile(const char* fileLocation) {
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std::string contents;
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std::ifstream fileStream(fileLocation, std::ios::in);
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if (!fileStream.is_open()) {
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printf("Failed to open shader file! %s", fileLocation);
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return "";
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}
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std::string line = "";
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while (!fileStream.eof()) {
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std::getline(fileStream, line);
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contents.append(line + "\n");
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}
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fileStream.close();
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return contents;
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}
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void Shader::compileShader(const char *vertexSource, const char *fragmentSource) {
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shaderID = glCreateProgram();
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if (!shaderID) {
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printf("Error creating the shader program.");
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return;
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}
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addShader(shaderID, vertexSource, GL_VERTEX_SHADER);
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addShader(shaderID, fragmentSource, GL_FRAGMENT_SHADER);
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GLint result = 0;
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GLchar eLog[1024] = { 0 };
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glLinkProgram(shaderID);
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glGetProgramiv(shaderID, GL_LINK_STATUS, &result);
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if (!result) {
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glGetProgramInfoLog(shaderID, sizeof(eLog), nullptr, eLog);
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printf("Error linking program: '%s'\n", eLog);
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return;
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}
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glValidateProgram(shaderID);
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glGetProgramiv(shaderID, GL_VALIDATE_STATUS, &result);
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if (!result) {
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glGetProgramInfoLog(shaderID, sizeof(eLog), nullptr, eLog);
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printf("Error validating program: '%s'\n", eLog);
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return;
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}
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uModel = glGetUniformLocation(shaderID, "model");
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uProj = glGetUniformLocation(shaderID, "projection");
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}
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void Shader::useShader() {
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glUseProgram(shaderID);
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}
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GLint Shader::getModelLocation() {
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return uModel;
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}
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GLint Shader::getProjectionLocation() {
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return uProj;
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}
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void Shader::cleanup() {
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if (shaderID != 0) {
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glDeleteProgram(shaderID);
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}
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uModel = 0;
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uProj = 0;
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}
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void Shader::addShader(GLuint program, const char *shaderCode, GLenum shaderType) {
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GLuint shader = glCreateShader(shaderType);
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const GLchar* code;
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code = shaderCode;
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GLint codeLength;
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codeLength = static_cast<GLint>(strlen(shaderCode));
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glShaderSource(shader, 1, &code, &codeLength);
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glCompileShader(shader);
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GLint result = 0;
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GLchar eLog[1024] = { 0 };
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (!result) {
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const char* shaderTypeString = (shaderType == GL_VERTEX_SHADER) ? "vertex" : "fragment";
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glGetShaderInfoLog(shader, sizeof(eLog), nullptr, eLog);
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printf("Error compiling the %s shader:\n'%s'\n", shaderTypeString, eLog);
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return;
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}
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glAttachShader(program, shader);
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}
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Shader::~Shader() {
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cleanup();
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}
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//
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// Created by aurailus on 26/11/18.
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//
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#ifndef GLPROJECT_SHADER_H
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#define GLPROJECT_SHADER_H
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#include <stdio.h>
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#include <string>
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#include <iostream>
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#include <fstream>
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#include <GL/glew.h>
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class Shader {
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public:
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Shader();
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void createFromString(const char* vertexSource, const char* fragmentSource);
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void createFromFile(const char* vertexFile, const char* fragmentFile);
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std::string readFile(const char* fileLocation);
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GLint getProjectionLocation();
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GLint getModelLocation();
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void useShader();
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static void clearShader() {
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glUseProgram(0);
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}
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void cleanup();
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~Shader();
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private:
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GLuint shaderID;
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GLint uProj, uModel;
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void compileShader(const char* vertexSource, const char* fragmentSource);
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void addShader(GLuint program, const char* shaderCode, GLenum shaderType);
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};
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#endif //GLPROJECT_SHADER_H
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#version 330
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in vec4 color;
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out vec4 fragColor;
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void main() {
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fragColor = color;
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}
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@ -0,0 +1,13 @@
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#version 330
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layout (location = 0) in vec3 pos;
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uniform mat4 model;
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uniform mat4 projection;
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out vec4 color;
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void main() {
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gl_Position = projection * model * vec4(pos, 1.0);
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color = vec4(clamp(pos, 0.0f, 1.0f), 1.0f);
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}
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//
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// Created by aurailus on 26/11/18.
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//
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||||
|
||||
#include "Window.h"
|
||||
|
||||
Window::Window() {
|
||||
width = 800;
|
||||
height = 600;
|
||||
}
|
||||
|
||||
Window::Window(GLint windowWidth, GLint windowHeight) {
|
||||
width = windowWidth;
|
||||
height = windowHeight;
|
||||
}
|
||||
|
||||
int Window::initialize() {
|
||||
//Initialize GLFW
|
||||
if (!glfwInit()) {
|
||||
printf("GLFW init failed");
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
//Version 3.2
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
|
||||
//Compatibility - No Backwards compat, only forwards
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
|
||||
//MSAA
|
||||
glfwWindowHint(GLFW_SAMPLES, 16);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
//Create the window
|
||||
mainWindow = glfwCreateWindow(width, height, "OpenGL Learning", nullptr, nullptr);
|
||||
|
||||
if (!mainWindow) {
|
||||
printf("GLFW window failed");
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);
|
||||
|
||||
//Set context for GLEW to our window
|
||||
glfwMakeContextCurrent(mainWindow);
|
||||
|
||||
//Allow modern extension features
|
||||
glewExperimental = GL_TRUE;
|
||||
|
||||
//Initialize GLEW
|
||||
GLenum error;
|
||||
if ((error = glewInit()) != GLEW_OK) {
|
||||
printf("GLEW init failed.");
|
||||
fprintf(stderr, "Error: %s\n", glewGetErrorString(error));
|
||||
glfwDestroyWindow(mainWindow);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
//Setup viewport (draw) size
|
||||
glViewport(0, 0, bufferWidth, bufferHeight);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Window::~Window() {
|
||||
glfwDestroyWindow(mainWindow);
|
||||
glfwTerminate();
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
//
|
||||
// Created by aurailus on 26/11/18.
|
||||
//
|
||||
|
||||
#ifndef GLPROJECT_WINDOW_H
|
||||
#define GLPROJECT_WINDOW_H
|
||||
|
||||
#include <stdio.h>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window();
|
||||
Window(GLint windowWidth, GLint windowHeight);
|
||||
|
||||
int initialize();
|
||||
|
||||
GLfloat getBufferWidth() { return bufferWidth; }
|
||||
GLfloat getBufferHeight() { return bufferHeight; }
|
||||
|
||||
bool getShouldClose() { return (bool)glfwWindowShouldClose(mainWindow); }
|
||||
|
||||
void swapBuffers() { glfwSwapBuffers(mainWindow); }
|
||||
|
||||
~Window();
|
||||
|
||||
private:
|
||||
GLFWwindow *mainWindow;
|
||||
|
||||
GLint width, height;
|
||||
GLint bufferWidth, bufferHeight;
|
||||
};
|
||||
|
||||
|
||||
#endif //GLPROJECT_WINDOW_H
|
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Reference in New Issue