first commit
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15
base-project/CMakeLists.txt
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15
base-project/CMakeLists.txt
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cmake_minimum_required(VERSION 3.5)
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project(base-project)
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add_executable(
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${PROJECT_NAME}
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main.cc
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glad.c
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)
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target_link_libraries(
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${PROJECT_NAME}
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PRIVATE
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libglfw3.a
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)
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1140
base-project/glad.c
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1140
base-project/glad.c
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File diff suppressed because it is too large
Load Diff
48
base-project/main.cc
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48
base-project/main.cc
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#include <GLFW/glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <cstddef>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void process_input(GLFWwindow* window) {
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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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}
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int main() {
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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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#if __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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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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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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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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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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while (!glfwWindowShouldClose(window)) {
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process_input(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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94
base-project/myshader.hh
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94
base-project/myshader.hh
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@@ -0,0 +1,94 @@
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#pragma once
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#include <glad/glad.h>
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#include <iterator>
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#include <string.h>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader {
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public:
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// 程序ID
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unsigned int ID;
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// 构造器读取并构建着色器
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Shader(const char* vertexPath, const char* fragmentPath) {
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch(std::ifstream::failure e) {
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std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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// 编译着色器
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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// 顶点着色器
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex, 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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// 片段着色器
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 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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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(ID, 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(vertex);
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glDeleteShader(fragment);
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}
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// 使用/激活程序
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void use() {
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glUseProgram(ID);
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}
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// uniform工具函数
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void setBool(const std::string& name, bool value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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void setInt(const std::string& name, int value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string& name, float value) const {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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};
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