Commit of work up to day 11 of learnopengl.com.
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5ce5b4dda4
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47
03-textures/src/dbc.cpp
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47
03-textures/src/dbc.cpp
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#include "dbc.hpp"
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#include <iostream>
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void dbc::log(const string &message, const std::source_location location) {
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std::cout << '[' << location.file_name() << ':'
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<< location.line() << "|"
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<< location.function_name() << "] "
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<< message << std::endl;
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}
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void dbc::sentinel(const string &message, const std::source_location location) {
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string err = $F("[SENTINEL!] {}", message);
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dbc::log(err, location);
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throw dbc::SentinelError(err);
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}
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void dbc::pre(const string &message, bool test, const std::source_location location) {
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if(!test) {
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string err = $F("[PRE!] {}", message);
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dbc::log(err, location);
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throw dbc::PreCondError(err);
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}
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}
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void dbc::pre(const string &message, std::function<bool()> tester, const std::source_location location) {
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dbc::pre(message, tester(), location);
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}
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void dbc::post(const string &message, bool test, const std::source_location location) {
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if(!test) {
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string err = $F("[POST!] {}", message);
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dbc::log(err, location);
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throw dbc::PostCondError(err);
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}
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}
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void dbc::post(const string &message, std::function<bool()> tester, const std::source_location location) {
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dbc::post(message, tester(), location);
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}
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void dbc::check(bool test, const string &message, const std::source_location location) {
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if(!test) {
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string err = $F("[CHECK!] {}\n", message);
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dbc::log(err, location);
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throw dbc::CheckError(err);
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}
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}
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46
03-textures/src/dbc.hpp
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46
03-textures/src/dbc.hpp
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#pragma once
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#include <string>
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#include <fmt/core.h>
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#include <functional>
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#include <source_location>
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// AKA the Fuckit macro
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#define $F(FMT, ...) fmt::format(FMT, ##__VA_ARGS__)
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namespace dbc {
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using std::string;
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using CheckError = std::runtime_error;
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using SentinelError = std::runtime_error;
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using PreCondError = std::runtime_error;
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using PostCondError = std::runtime_error;
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void log(const string &message,
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const std::source_location location =
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std::source_location::current());
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[[noreturn]] void sentinel(const string &message,
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const std::source_location location =
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std::source_location::current());
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void pre(const string &message, bool test,
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const std::source_location location =
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std::source_location::current());
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void pre(const string &message, std::function<bool()> tester,
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const std::source_location location =
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std::source_location::current());
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void post(const string &message, bool test,
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const std::source_location location =
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std::source_location::current());
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void post(const string &message, std::function<bool()> tester,
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const std::source_location location =
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std::source_location::current());
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void check(bool test, const string &message,
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const std::source_location location =
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std::source_location::current());
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}
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192
03-textures/src/main.cpp
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192
03-textures/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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#include "shader.hpp"
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#include <stb_image.h>
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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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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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Shader shader;
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unsigned int VAO = 0;
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unsigned int VBO = 0;
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unsigned int EBO = 0;
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unsigned int texture1 = 0;
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unsigned int texture2 = 0;
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};
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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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unsigned int load_texture(const std::string& image_file) {
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unsigned int texture_id;
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glGenTextures(1, &texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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// set the texture wrapping parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int width = 0;
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int height = 0;
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int nrChannels = 0;
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stbi_set_flip_vertically_on_load(true);
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unsigned char *data = stbi_load(image_file.c_str(), &width, &height, &nrChannels, 0);
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dbc::check(data != nullptr, std::format("Failed to load texture: {}", image_file));
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dbc::check(nrChannels == 3 || nrChannels == 4,
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std::format("Image {} has invalid channels {} should be 3 or 4.", image_file, nrChannels));
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auto rgb_or_a = nrChannels == 3 ? GL_RGB : GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, rgb_or_a, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(data);
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return texture_id;
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}
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Config setup() {
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Config config{{"shaders/4.2.texture.vs", "shaders/4.2.texture.fs"}};
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float vertices[] = {
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// positions // colors // texture coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int indices[] = {
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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config.texture1 = load_texture("resources/textures/container.jpg");
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config.texture2 = load_texture("resources/textures/awesomeface.png");
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config.shader.use();
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glUniform1i(glGetUniformLocation(config.shader.ID, "texture1"), 0);
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config.shader.setInt("texture2", 1);
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config.VAO = VAO;
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config.VBO = VBO;
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config.EBO = EBO;
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return config;
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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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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, config.texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, config.texture2);
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config.shader.use();
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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.VBO);
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glDeleteBuffers(1, &config.EBO);
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config.shader.cleanup();
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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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101
03-textures/src/shader.cpp
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101
03-textures/src/shader.cpp
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#include "shader.hpp"
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <print>
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#include <filesystem>
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#include "dbc.hpp"
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namespace fs = std::filesystem;
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inline std::string read_file(const std::string& filename) {
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// load the file
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std::ifstream in_file{filename, std::ios::binary};
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// get the size of the file
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std::stringstream in_str;
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in_str << in_file.rdbuf();
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return in_str.str();
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}
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void check_error(const std::string& what, unsigned int thing, 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(thing, check_type, &success);
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if(!success) {
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glGetProgramInfoLog(thing, 512, NULL, infoLog);
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dbc::sentinel(std::format("ERROR: Program {} compile failed: {}", what, infoLog));
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}
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} else {
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glGetShaderiv(thing, check_type, &success);
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if(!success) {
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glGetShaderInfoLog(thing, 512, NULL, infoLog);
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dbc::sentinel(std::format("ERROR: Shader {} compile failed: {}", what, infoLog));
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}
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}
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}
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unsigned int Shader::load_shader(const std::string& filename, GLenum shader_type) {
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dbc::check(fs::exists(filename),
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std::format("shader file {} does not exist", filename));
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// create the shader
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std::string shader_code = read_file(filename);
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const char* shader_code_ptr = shader_code.c_str();
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int shader_id = glCreateShader(shader_type);
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glShaderSource(shader_id, 1, &shader_code_ptr, NULL);
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glCompileShader(shader_id);
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check_error(filename, shader_id, GL_COMPILE_STATUS);
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// check compile error
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return shader_id;
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}
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Shader::Shader(const char* vertexPath, const char* fragmentPath) {
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unsigned int vertex = load_shader(vertexPath, GL_VERTEX_SHADER);
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unsigned int fragment = load_shader(fragmentPath, GL_FRAGMENT_SHADER);
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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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check_error("link", ID, GL_LINK_STATUS);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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void Shader::use() const {
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glUseProgram(ID);
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}
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void Shader::cleanup() {
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glDeleteProgram(ID);
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}
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void Shader::setBool(const std::string &name, bool value) const {
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auto uniform = glGetUniformLocation(ID, name.c_str());
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glUniform1i(uniform, (int)value);
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}
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void Shader::setInt(const std::string &name, int value) const {
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auto uniform = glGetUniformLocation(ID, name.c_str());
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glUniform1i(uniform, value);
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}
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void Shader::setFloat(const std::string &name, float value) const {
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auto uniform = glGetUniformLocation(ID, name.c_str());
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glUniform1f(uniform, value);
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}
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void Shader::setVec4(const std::string &name, float v1, float v2, float v3, float v4) const {
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auto uniform = glGetUniformLocation(ID, name.c_str());
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glUniform4f(uniform, v1, v2, v3, v4);
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}
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20
03-textures/src/shader.hpp
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20
03-textures/src/shader.hpp
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@ -0,0 +1,20 @@
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#pragma once
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#include <glad/glad.h>
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#include <string>
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#include <climits>
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class Shader
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{
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public:
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unsigned int ID = UINT_MAX;
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Shader(const char* vertexPath, const char* fragmentPath);
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unsigned int load_shader(const std::string& filename, GLenum shader_type);
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void use() const;
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void setBool(const std::string &name, bool value) const;
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void setInt(const std::string &name, int value) const;
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void setFloat(const std::string &name, float value) const;
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void setVec4(const std::string &name, float v1, float v2, float v3, float v4) const;
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void cleanup();
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};
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2
03-textures/src/stb_image.cpp
Normal file
2
03-textures/src/stb_image.cpp
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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7988
03-textures/src/stb_image.h
Normal file
7988
03-textures/src/stb_image.h
Normal file
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