mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-12 03:23:22 +08:00
186 lines
7.2 KiB
C++
186 lines
7.2 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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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_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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int 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 shader compile errors
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int success;
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char 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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int 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 shader compile 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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int 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 configure vertex attributes
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// ------------------------------------------------------------------
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float firstTriangle[] = {
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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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-0.45f, 0.5f, 0.0f, // top
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};
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float secondTriangle[] = {
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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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0.45f, 0.5f, 0.0f // top
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};
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unsigned int VBOs[2], VAOs[2];
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glGenVertexArrays(2, VAOs); // we can also generate multiple VAOs or buffers at the same time
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glGenBuffers(2, VBOs);
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// first triangle setup
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// --------------------
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glBindVertexArray(VAOs[0]);
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glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // Vertex attributes stay the same
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glEnableVertexAttribArray(0);
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// glBindVertexArray(0); // no need to unbind at all as we directly bind a different VAO the next few lines
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// second triangle setup
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// ---------------------
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glBindVertexArray(VAOs[1]); // note that we bind to a different VAO now
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glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]); // and a different VBO
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glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // because the vertex data is tightly packed we can also specify 0 as the vertex attribute's stride to let OpenGL figure it out
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glEnableVertexAttribArray(0);
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// glBindVertexArray(0); // not really necessary as well, but beware of calls that could affect VAOs while this one is bound (like binding element buffer objects, or enabling/disabling vertex attributes)
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// uncomment this call to draw in wireframe polygons.
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// input
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// -----
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processInput(window);
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// render
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// ------
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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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glUseProgram(shaderProgram);
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// draw first triangle using the data from the first VAO
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glBindVertexArray(VAOs[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// then we draw the second triangle using the data from the second VAO
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glBindVertexArray(VAOs[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(2, VAOs);
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glDeleteBuffers(2, VBOs);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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} |