wip: practica1
This commit is contained in:
@@ -210,7 +210,7 @@ typedef _W64 int ptrdiff_t;
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#else /* _UNIX */
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/*
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* Needed for ptrdiff_t in turn needed by VBO. This is defined by ISO
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* Needed for ptrdiff_t in turn needed by vbo_. This is defined by ISO
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* C. On my system, this amounts to _3 lines_ of included code, all of
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* them pretty much harmless. If you know of a way of detecting 32 vs
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* 64 _targets_ at compile time you are free to replace this with
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Binary file not shown.
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@@ -1,9 +1,3 @@
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buffer.cpp
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main.cpp
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Generating Code...
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C:\Users\rabil\git\utad-programacion3d\src\main.cpp(84,9): error C2660: 'Buffer::Draw': function does not take 0 arguments
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C:\Users\rabil\git\utad-programacion3d\src\buffer.h(15,7):
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see declaration of 'Buffer::Draw'
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C:\Users\rabil\git\utad-programacion3d\src\main.cpp(84,9):
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while trying to match the argument list '()'
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main.cpp
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LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
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ugine3d.vcxproj -> C:\Users\rabil\git\utad-programacion3d\project\x64\Debug\Practica3D.exe
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@@ -9,23 +9,36 @@
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Buffer::Buffer(const std::vector<Vertex>& vertices, const std::vector<uint16_t>& indices)
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{
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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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index_count_ = indices.size();
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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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, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint16_t), indices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), nullptr);
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glEnableVertexAttribArray(0);
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}
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Buffer::~Buffer()
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{
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glDeleteVertexArrays(1, &vao_);
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glDeleteBuffers(1, &vbo_);
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glDeleteBuffers(1, &ebo_);
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}
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void Buffer::Draw(const Shader& shader) const
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{
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
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glBindVertexArray(vao_);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_);
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shader.SetupAttribs();
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glDrawElements(GL_TRIANGLES, index_count_, GL_UNSIGNED_SHORT, nullptr);
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}
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@@ -11,11 +11,13 @@
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class Buffer {
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public:
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Buffer(const std::vector<Vertex>& vertices, const std::vector<uint16_t>& indices);
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~Buffer();
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void Draw(const Shader& shader) const;
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private:
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uint32_t VAO, VBO, EBO;
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uint32_t vao_, vbo_, ebo_;
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GLsizei index_count_;
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};
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#endif // BUFFER_H_
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77
src/main.cpp
77
src/main.cpp
@@ -1,6 +1,6 @@
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#ifdef _MSC_VER
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/*#ifdef _MSC_VER
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#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
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#endif
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#endif*/
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#include <iostream>
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@@ -19,79 +19,96 @@
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#define SCREEN_HEIGHT 600
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int main() {
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// init glfw
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// Initialize OpenGL
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if (!glfwInit()) {
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std::cerr << "Failed to initialize glfw\n";
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return 1;
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}
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// create window
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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, false);
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glfwWindowHint(GLFW_RESIZABLE, false);
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glfwWindowHint(GLFW_SAMPLES, 8);
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//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* win = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Daniel Poveda", nullptr, nullptr);
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if (!win) {
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if (win == nullptr) {
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std::cerr << "Failed to create opengl window\n";
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glfwTerminate();
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return 1;
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}
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glfwMakeContextCurrent(win);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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std::cout << "OpenGL initialized, version: " << glGetString(GL_VERSION) << "\n";
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// Initialize GLEW
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW\n";
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW: " << glewGetErrorString(err) << "\n";
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glfwTerminate();
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return 1;
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}
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glEnable(GL_DEPTH_TEST);
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Shader shader("data/vertex.glsl", "data/fragment.glsl");
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// Logic
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std::vector<Vertex> vertices = {
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{{-0.5f, -0.5f, 0.0f}},
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{{0.5f, -0.5f, 0.0f}},
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{{0.0f, 0.5f, 0.0f}}
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};
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std::vector<uint16_t> indices = { 0, 1, 2 };
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Buffer buffer(vertices, indices);
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Shader shader("data/vertex.glsl", "data/fragment.glsl");
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if (std::strlen(shader.getError()) > 0) {
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std::cerr << "Failed to initialize shaders: " << shader.getError() << "\n";
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}
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), static_cast<float>(SCREEN_WIDTH) / SCREEN_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 6));
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// main loop
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float angle = 0;
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double angle = 0;
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double lastTime = glfwGetTime();
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while ( !glfwWindowShouldClose(win) && !glfwGetKey(win, GLFW_KEY_ESCAPE) ) {
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// get delta time
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float delta = static_cast<float>(glfwGetTime() - lastTime);
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while (!glfwWindowShouldClose(win) && !glfwGetKey(win, GLFW_KEY_ESCAPE)) {
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// Delta
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double delta_time = glfwGetTime() - lastTime;
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// get window size
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//int screenWidth, screenHeight;
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//glfwGetWindowSize(win, &screenWidth, &screenHeight);
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// Reset window
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int screenWidth, screenHeight;
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glfwGetWindowSize(win, &screenWidth, &screenHeight);
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glViewport(0, 0, screenWidth, screenHeight);
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.Use();
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// Logic
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glm::mat4 model = glm::rotate(glm::mat4(1.0f), glm::radians(delta * 32.0f), glm::vec3(0, 1, 0));
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angle += 32.0 * delta_time;
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glm::mat4 model = glm::translate(glm::mat4(1.0), glm::vec3(-3.0f + 0.0f * 3.0f, 0.0f, -0.0f * 3.0f));
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model = glm::rotate(model, glm::radians(static_cast<float>(angle)), glm::vec3(0, 1, 0));
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glm::mat4 mvp = projection * view * model;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0, 255, 0, 255);
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shader.use();
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uint32_t mvpLoc = glGetUniformLocation(shader.getId(), "MVP");
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glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, &mvp[0][0]);
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Shader::setMat4(shader.getLocation("mvp"), mvp);
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buffer.Draw(shader);
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// refresh screen
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// Refresh screen
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glfwSwapBuffers(win);
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glfwPollEvents();
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// Set last time
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// Delta
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lastTime = glfwGetTime();
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}
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// shutdown
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// Shutdown
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glfwTerminate();
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return 0;
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145
src/shader.cpp
145
src/shader.cpp
@@ -3,41 +3,134 @@
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#include <vector>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include "../lib/glew/GL/glew.h"
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#include "../lib/glfw/glfw3.h"
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namespace {
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std::string readShaderFile(const std::string& filename) {
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std::ifstream file(filename);
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if (!file)
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throw std::runtime_error("Failed to open shader file: " + filename);
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std::stringstream buffer;
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buffer << file.rdbuf();
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return buffer.str();
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}
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} // namespace
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#include "vertex.h"
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Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath)
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{
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std::string vertexCode = readShaderFile(vertexPath);
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std::string fragmentCode = readShaderFile(fragmentPath);
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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const uint32_t vshader = CompileShader(GL_VERTEX_SHADER, vertexPath);
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const uint32_t fshader = CompileShader(GL_FRAGMENT_SHADER, fragmentPath);
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const uint32_t vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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if (vshader == 0 || fshader == 0) {
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program_id_ = 0;
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return;
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}
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const uint32_t fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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program_id_ = glCreateProgram();
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glAttachShader(program_id_, vshader);
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glAttachShader(program_id_, fshader);
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glLinkProgram(program_id_);
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program = glCreateProgram();
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glAttachShader(program, vertex);
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glAttachShader(program, fragment);
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glLinkProgram(program);
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// Error handling
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int ret;
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glGetProgramiv(program_id_, GL_LINK_STATUS, &ret);
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if (ret == GL_FALSE) {
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char buffer[1024];
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glGetProgramInfoLog(program_id_, sizeof(buffer), nullptr, buffer);
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error_ = buffer;
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glDeleteProgram(program_id_);
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program_id_ = 0;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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glDeleteShader(vshader);
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glDeleteShader(fshader);
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}
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void Shader::Use() const
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{
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if (program_id_ != 0)
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glUseProgram(program_id_);
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}
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void Shader::SetupAttribs() const
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{
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int loc = glGetAttribLocation(program_id_, "vpos");
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if (loc != -1) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));
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}
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loc = glGetAttribLocation(program_id_, "vcolor");
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if (loc != -1) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, color)));
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}
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}
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int Shader::getLocation(const char* key) const
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{
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return glGetUniformLocation(program_id_, key);
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}
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void Shader::setInt(int loc, int value)
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{
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if (loc != -1)
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glUniform1i(loc, value);
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}
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void Shader::setFloat(int loc, float value)
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{
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if (loc != -1)
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glUniform1f(loc, value);
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}
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void Shader::setVec3(int loc, const glm::vec3& value)
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{
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if (loc != -1)
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glUniform3fv(loc, 1, &value[0]);
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}
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void Shader::setVec4(int loc, const glm::vec4& value)
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{
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if (loc != -1)
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glUniform4fv(loc, 1, &value[0]);
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}
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void Shader::setMat4(int loc, const glm::mat4& value)
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{
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if (loc != -1)
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glUniformMatrix4fv(loc, 1, GL_FALSE, &value[0][0]);
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}
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std::string Shader::ReadShaderFile(const std::string& filename)
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{
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std::ifstream file(filename);
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if (!file) {
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error_ = "Failed to open shader file: " + filename + "\n";
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return std::string{0};
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}
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std::stringstream buffer;
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buffer << file.rdbuf();
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return buffer.str();
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}
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uint32_t Shader::CompileShader(uint32_t type, const std::string& source_path)
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{
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std::string source = ReadShaderFile(source_path);
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if (source.empty())
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return 0;
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const uint32_t shader = glCreateShader(type);
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const char* shader_code = source.c_str();
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glShaderSource(shader, 1, &shader_code, nullptr);
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glCompileShader(shader);
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// Error handling
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int ret;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ret);
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if (ret == GL_FALSE) {
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char buffer[1024];
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glGetShaderInfoLog(shader, sizeof(buffer), nullptr, buffer);
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error_ = buffer;
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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23
src/shader.h
23
src/shader.h
@@ -9,13 +9,28 @@
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class Shader {
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public:
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Shader(const std::string& vertexPath, const std::string& fragmentPath);
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Shader(const std::string& vertex_path, const std::string& fragment_path);
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void use() const { glUseProgram(program); }
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uint32_t getId() const { return program; }
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void Use() const;
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void SetupAttribs() const;
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uint32_t getId() const { return program_id_; }
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const char* getError() const { return error_.c_str(); }
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int getLocation(const char* key) const;
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static void setInt(int loc, int value);
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static void setFloat(int loc, float value);
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static void setVec3(int loc, const glm::vec3& value);
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static void setVec4(int loc, const glm::vec4& value);
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static void setMat4(int loc, const glm::mat4& value);
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private:
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uint32_t program;
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uint32_t program_id_;
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std::string error_;
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std::string ReadShaderFile(const std::string& filename);
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uint32_t CompileShader(uint32_t type, const std::string& source_path);
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};
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@@ -5,6 +5,7 @@
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struct Vertex {
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glm::vec3 position{ 0.0f, 0.0f, 0.0f };
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glm::vec3 color{ 0.0f, 0.0f, 0.0f };
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};
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#endif // VERTEX_H_
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