Commit of work up to day 11 of learnopengl.com.
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188
01-hello-triangle/src/main.cpp
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188
01-hello-triangle/src/main.cpp
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include "dbc.hpp"
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#include <print>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <vector>
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#include <functional>
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void framebuffer_size_callback(GLFWwindow *window, int widht, int height);
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void processInput(GLFWwindow *window);
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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struct Config {
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unsigned int shaderProgram = 0;
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unsigned int VAO = 0;
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unsigned int EBO = 0;
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};
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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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void init_glfw() {
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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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}
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void framebuffer_size_callback(GLFWwindow *, int width, int height) {
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glViewport(0, 0, width, height);
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}
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GLFWwindow* create_window() {
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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dbc::check(window != NULL, "failed to open window");
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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auto good = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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dbc::check(good, "failed to load GLAD");
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return window;
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}
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void processInput(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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void check_status(const char* what, unsigned int shader, GLenum check_type) {
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int success = 0;
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char infoLog[512] = {0};
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if(check_type == GL_LINK_STATUS) {
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glGetProgramiv(shader, check_type, &success);
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} else {
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glGetShaderiv(shader, check_type, &success);
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}
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if(!success) {
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::println("ERROR: Shader {} compile failed: {}", what, infoLog);
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}
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}
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Config setup() {
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unsigned 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_status("vertex shader", vertexShader, GL_COMPILE_STATUS);
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unsigned 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_status("fragment shader", fragmentShader, GL_COMPILE_STATUS);
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unsigned 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_status("shader program", shaderProgram, GL_LINK_STATUS);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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unsigned int indices[] = { // note that we start from 0!
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0, 1, 3, // first Triangle
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1, 2, 3 // second Triangle
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};
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unsigned int VBO = 0;
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unsigned int VAO = 0;
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unsigned int EBO = 0;
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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, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// 0 in arg one matches the vertexShader, line 1, location=0
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// this attaches the vertices to that location in the shader
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// unbinds the magic currently active buffer
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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return {
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.shaderProgram = shaderProgram,
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.VAO = VAO,
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.EBO = EBO};
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}
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void render(GLFWwindow* window, const Config& config) {
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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(config.shaderProgram);
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glBindVertexArray(config.VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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void cleanup(Config& config) {
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glDeleteVertexArrays(1, &config.VAO);
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glDeleteBuffers(1, &config.VAO);
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glDeleteBuffers(1, &config.EBO);
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glDeleteProgram(config.shaderProgram);
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}
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int main() {
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init_glfw();
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auto window = create_window();
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auto config = setup();
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while(!glfwWindowShouldClose(window)) {
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processInput(window);
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render(window, config);
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}
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cleanup(config);
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glfwTerminate();
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return 0;
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}
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