mirror of
https://github.com/HandmadeMath/HandmadeMath.git
synced 2025-09-10 12:18:16 +00:00
Add an example cube (tutorials!)
This commit is contained in:
@@ -17,4 +17,4 @@ example:
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-L../glfw/src \
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-lglew -lglfw3 \
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-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo \
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../../main.cpp
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../../src/main.cpp
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@@ -1,53 +0,0 @@
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#include <stdio.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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int main()
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{
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// Initialise GLFW
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glewExperimental = true; // Needed for core profile
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if (!glfwInit()) {
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fprintf( stderr, "Failed to initialize GLFW\n" );
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return -1;
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}
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glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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// Open a window and create its OpenGL context
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GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity)
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window = glfwCreateWindow( 1024, 768, "Tutorial 01", NULL, NULL);
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if (window == NULL) {
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fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window); // Initialize GLEW
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glewExperimental=true; // Needed in core profile
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if (glewInit() != GLEW_OK) {
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fprintf(stderr, "Failed to initialize GLEW\n");
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return -1;
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}
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// Ensure we can capture the escape key being pressed below
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
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do {
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// Clear the screen. It's not mentioned before Tutorial 02, but it can cause flickering, so it's there nonetheless.
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glClear(GL_COLOR_BUFFER_BIT);
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// Draw nothing, see you in tutorial 2 !
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// Swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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} while (
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// Check if the ESC key was pressed or the window was closed
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glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS
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&& glfwWindowShouldClose(window) == 0
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);
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}
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9
example/src/fragment.glsl
Normal file
9
example/src/fragment.glsl
Normal file
@@ -0,0 +1,9 @@
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#version 330 core
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in vec3 fragmentColor;
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out vec3 color;
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void main() {
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color = fragmentColor;
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}
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92
example/src/loadshaders.cpp
Normal file
92
example/src/loadshaders.cpp
Normal file
@@ -0,0 +1,92 @@
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#include <stdio.h>
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#include <string>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode;
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std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
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if(VertexShaderStream.is_open()){
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std::stringstream sstr;
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sstr << VertexShaderStream.rdbuf();
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VertexShaderCode = sstr.str();
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VertexShaderStream.close();
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}else{
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printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
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return 0;
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}
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// Read the Fragment Shader code from the file
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std::string FragmentShaderCode;
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std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
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if(FragmentShaderStream.is_open()){
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std::stringstream sstr;
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sstr << FragmentShaderStream.rdbuf();
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FragmentShaderCode = sstr.str();
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FragmentShaderStream.close();
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}
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Compile Vertex Shader
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printf("Compiling shader : %s\n", vertex_file_path);
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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glCompileShader(VertexShaderID);
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// Check Vertex Shader
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glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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printf("%s\n", &VertexShaderErrorMessage[0]);
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}
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// Compile Fragment Shader
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printf("Compiling shader : %s\n", fragment_file_path);
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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glCompileShader(FragmentShaderID);
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// Check Fragment Shader
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glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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printf("%s\n", &FragmentShaderErrorMessage[0]);
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}
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// Link the program
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printf("Linking program\n");
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> ProgramErrorMessage(InfoLogLength+1);
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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printf("%s\n", &ProgramErrorMessage[0]);
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}
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glDetachShader(ProgramID, VertexShaderID);
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glDetachShader(ProgramID, FragmentShaderID);
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glDeleteShader(VertexShaderID);
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glDeleteShader(FragmentShaderID);
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return ProgramID;
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}
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211
example/src/main.cpp
Normal file
211
example/src/main.cpp
Normal file
@@ -0,0 +1,211 @@
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#include <stdio.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "loadshaders.cpp"
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#define HANDMADE_MATH_IMPLEMENTATION
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#include "../../HandmadeMath.h"
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int main()
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{
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// Initialise GLFW
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glewExperimental = true; // Needed for core profile
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if (!glfwInit()) {
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fprintf( stderr, "Failed to initialize GLFW\n" );
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return -1;
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}
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glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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// Open a window and create its OpenGL context
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GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity)
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window = glfwCreateWindow( 1024, 768, "Tutorial 01", NULL, NULL);
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if (window == NULL) {
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fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window); // Initialize GLEW
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glewExperimental=true; // Needed in core profile
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if (glewInit() != GLEW_OK) {
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fprintf(stderr, "Failed to initialize GLEW\n");
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return -1;
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}
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// Ensure we can capture the escape key being pressed below
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
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GLuint VertexArrayID;
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glGenVertexArrays(1, &VertexArrayID);
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glBindVertexArray(VertexArrayID);
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// Our vertices. Three consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
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// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f,-1.0f,-1.0f, // triangle 1 : begin
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-1.0f,-1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, // triangle 1 : end
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1.0f, 1.0f,-1.0f, // triangle 2 : begin
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f, // triangle 2 : end
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f
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};
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// This will identify our vertex buffer
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GLuint vertexbuffer;
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// Generate 1 buffer, put the resulting identifier in vertexbuffer
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glGenBuffers(1, &vertexbuffer);
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// The following commands will talk about our 'vertexbuffer' buffer
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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// Give our vertices to OpenGL.
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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// One color for each vertex. They were generated randomly.
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static const GLfloat g_color_buffer_data[] = {
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0.583f, 0.771f, 0.014f,
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0.609f, 0.115f, 0.436f,
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0.327f, 0.483f, 0.844f,
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0.822f, 0.569f, 0.201f,
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0.435f, 0.602f, 0.223f,
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0.310f, 0.747f, 0.185f,
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0.597f, 0.770f, 0.761f,
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0.559f, 0.436f, 0.730f,
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0.359f, 0.583f, 0.152f,
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0.483f, 0.596f, 0.789f,
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0.559f, 0.861f, 0.639f,
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0.195f, 0.548f, 0.859f,
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0.014f, 0.184f, 0.576f,
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0.771f, 0.328f, 0.970f,
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0.406f, 0.615f, 0.116f,
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0.676f, 0.977f, 0.133f,
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0.971f, 0.572f, 0.833f,
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0.140f, 0.616f, 0.489f,
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0.997f, 0.513f, 0.064f,
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0.945f, 0.719f, 0.592f,
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0.543f, 0.021f, 0.978f,
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0.279f, 0.317f, 0.505f,
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0.167f, 0.620f, 0.077f,
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0.347f, 0.857f, 0.137f,
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0.055f, 0.953f, 0.042f,
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0.714f, 0.505f, 0.345f,
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0.783f, 0.290f, 0.734f,
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0.722f, 0.645f, 0.174f,
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0.302f, 0.455f, 0.848f,
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0.225f, 0.587f, 0.040f,
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0.517f, 0.713f, 0.338f,
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0.053f, 0.959f, 0.120f,
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0.393f, 0.621f, 0.362f,
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0.673f, 0.211f, 0.457f,
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0.820f, 0.883f, 0.371f,
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0.982f, 0.099f, 0.879f
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};
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GLuint colorbuffer;
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glGenBuffers(1, &colorbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
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// Create and compile our GLSL program from the shaders
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GLuint programID = LoadShaders("src/vertex.glsl", "src/fragment.glsl");
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if (!programID) {
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return 1;
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}
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// Get a handle for our "MVP" uniform
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// Only during the initialisation
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GLuint MatrixID = glGetUniformLocation(programID, "MVP");
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// Enable depth test
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glEnable(GL_DEPTH_TEST);
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// Accept fragment if it closer to the camera than the former one
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glDepthFunc(GL_LESS);
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do {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 1st attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glVertexAttribPointer(
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0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// 2nd attribute buffer : colors
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Use our shader
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glUseProgram(programID);
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hmm_mat4 projection = HMM_Perspective(90.0f, 1024.0f / 768.0f, 0.1f, 100.0f);
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// hmm_mat4 projection = HMM_Orthographic(-2.0f, 2.0f, -2.0f, 2.0f, 0.1f, 100.0f);
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hmm_mat4 view = HMM_LookAt(HMM_Vec3(4.0f, 3.0f, 3.0f), HMM_Vec3(0.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 1.0f, 0.0f));
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hmm_mat4 model = HMM_Mat4d(1.0f);
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hmm_mat4 mvp = projection * view * model;
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// Send our transformation to the currently bound shader, in the "MVP" uniform
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// This is done in the main loop since each model will have a different MVP matrix (At least for the M part)
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glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp.Elements[0][0]);
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// Draw the triangle !
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glDrawArrays(GL_TRIANGLES, 0, 36); // Starting from vertex 0; 3 vertices total -> 1 triangle
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glDisableVertexAttribArray(0);
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// Swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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} while (
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// Check if the ESC key was pressed or the window was closed
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glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS
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&& glfwWindowShouldClose(window) == 0
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);
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}
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15
example/src/vertex.glsl
Normal file
15
example/src/vertex.glsl
Normal file
@@ -0,0 +1,15 @@
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#version 330 core
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layout(location = 0) in vec3 vertexPosition_modelspace;
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// Notice that the "1" here equals the "1" in glVertexAttribPointer
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layout(location = 1) in vec3 vertexColor;
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uniform mat4 MVP;
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out vec3 fragmentColor;
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
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fragmentColor = vertexColor;
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}
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