138 lines
3.8 KiB
C++
138 lines
3.8 KiB
C++
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#define GLAD_GL_IMPLEMENTATION
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#include "glad/gl.h"
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#define GLFW_INCLUDE_NONE
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#include "GLFW/glfw3.h"
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#include "linmath.h"
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#include <iostream>
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struct Vertex {
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vec2 pos;
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vec3 col;
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};
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static const struct Vertex verts[3] = {
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{ { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
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{ { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
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{ { 0.f, 0.6f }, { 0.f, 0.f, 1.f } }
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};
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static const char* vertex_shader_text =
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"#version 330\n"
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"uniform mat4 MVP;\n"
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"in vec3 vCol;\n"
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"in vec2 vPos;\n"
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"out vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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" color = vCol;\n"
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"}\n";
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static const char* fragment_shader_text =
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"#version 330\n"
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"in vec3 color;\n"
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"out vec4 fragment;\n"
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"void main()\n"
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"{\n"
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" fragment = vec4(color, 1.0);\n"
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"}\n";
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void error_cb(int error, const char *desc) {
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std::cerr << desc << std::endl;
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}
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static void key_cb(GLFWwindow *w, int key, int scancode, int action, int mods) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(w, GLFW_TRUE);
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}
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}
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int main(void) {
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glfwSetErrorCallback(error_cb);
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if (!glfwInit()) {
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return 1;
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}
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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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GLFWwindow *w = glfwCreateWindow(640, 480, "Window!", NULL, NULL);
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if (!w) {
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glfwTerminate();
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return 2;
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}
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glfwMakeContextCurrent(w);
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gladLoadGL(glfwGetProcAddress);
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glfwSetKeyCallback(w, key_cb);
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int width, height;
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glfwGetFramebufferSize(w, &width, &height);
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glViewport(0, 0, width, height);
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glfwSwapInterval(1);
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GLuint vertex_buffer;
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
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const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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const GLuint program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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const GLint mvp_location = glGetUniformLocation(program, "MVP");
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const GLint vpos_location = glGetAttribLocation(program, "vPos");
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const GLint vcol_location = glGetAttribLocation(program, "vCol");
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GLuint vertex_array;
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glGenVertexArrays(1, &vertex_array);
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glBindVertexArray(vertex_array);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void*) offsetof(Vertex, pos));
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void*) offsetof(Vertex, col));
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double time = glfwGetTime();
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while(!glfwWindowShouldClose(w)) {
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int width, height;
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glfwGetFramebufferSize(w, &width, &height);
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const float ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4 m, p, mvp;
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
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glBindVertexArray(vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(w);
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glfwPollEvents();
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}
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glfwDestroyWindow(w);
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glfwTerminate();
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return 0;
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}
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