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source/main.cpp
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170
source/main.cpp
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/* #############################################################################
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* # openglProject
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* This is a test for opengl
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*
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* AUTHER: Preacherdhm
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* DATE: 22/06/26
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* #############################################################################
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*/
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#include <iostream>
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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// Window dimensions
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const GLuint WIDTH = 800, HEIGHT = 600;
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// Shaders
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const GLchar* vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 position;\n"
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"void main()\n"
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"{\n"
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"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
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"}\0";
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const GLchar* fragmentShaderSource = "#version 330 core\n"
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"out vec4 color;\n"
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"void main()\n"
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"{\n"
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"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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// The MAIN function, from here we start the application and run the game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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// Set all the required options for GLFW
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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// Create a GLFWwindow object that we can use for GLFW's functions
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
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glewExperimental = GL_TRUE;
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// Initialize GLEW to setup the OpenGL Function pointers
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glewInit();
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// Define the viewport dimensions
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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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// Build and compile our shader program
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// Vertex shader
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// Check for compile time errors
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Fragment shader
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// Check for compile time errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Link shaders
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GLuint 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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// Check for linking errors
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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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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// Set up vertex data (and buffer(s)) and attribute pointers
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// We add a new set of vertices to form a second triangle (a total of 6 vertices); the vertex attribute configuration remains the same (still one 3-float position vector per vertex)
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GLfloat vertices[] = {
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// First triangle
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0.9f, 0.5f, 0.0f, // Left
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0.0f, 0.5f, 0.0f, // Right
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0.9f, -0.5f, 0.0f, // Top
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// Second triangle
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0.0f, -0.5f, 0.0f, // Left
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0.9f, -0.5f, 0.0f, // Right
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0.00f, 0.5f, 0.0f // Top
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};
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GLuint VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
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glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
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// Game loop
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while (!glfwWindowShouldClose(window))
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{
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// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
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glfwPollEvents();
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// Render
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// Clear the colorbuffer
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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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// Draw our first triangle
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 6); // We set the count to 6 since we're drawing 6 vertices now (2 triangles); not 3!
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glBindVertexArray(0);
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// Swap the screen buffers
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glfwSwapBuffers(window);
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}
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// Properly de-allocate all resources once they've outlived their purpose
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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// Terminate GLFW, clearing any resources allocated by GLFW.
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glfwTerminate();
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return 0;
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}
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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