encapsulate in classes
This commit is contained in:
parent
b315325f61
commit
6b1a8ede56
8 changed files with 137 additions and 91 deletions
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@ -1,4 +1,3 @@
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project('test', 'cpp')
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project('test', 'cpp')
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deps = []
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deps = []
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93
src/main.cpp
93
src/main.cpp
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@ -1,41 +1,8 @@
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#include <GL/glew.h>
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#define GLFW_INCLUDE_NONE
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <stdlib.h>
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#include <stddef.h>
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#include <stdio.h>
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#include <fmt/core.h>
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#include <fmt/core.h>
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#include <linmath.h>
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typedef struct Vertex {
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#include "program.hpp"
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vec2 pos;
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vec3 col;
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} Vertex;
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static const Vertex vertices[3] = {{{-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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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 = "#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_callback(int error_code, const char *description) {
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void error_callback(int error_code, const char *description) {
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fmt::print("[ERROR - {}] {}\n", error_code, description);
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fmt::print("[ERROR - {}] {}\n", error_code, description);
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@ -49,7 +16,7 @@ void key_callback(GLFWwindow *window, int key, int scancode, int action,
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fmt::print("Key pressed {}\n", key_name);
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fmt::print("Key pressed {}\n", key_name);
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}
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}
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int main(int argc, char *argv[]) {
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int main() {
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glfwSetErrorCallback(error_callback);
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glfwSetErrorCallback(error_callback);
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@ -86,60 +53,10 @@ int main(int argc, char *argv[]) {
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return -1;
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return -1;
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}
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}
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GLuint vertex_buffer;
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ShaderSystem shaderSystem = ShaderSystem();
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glGenBuffers(1, &vertex_buffer);
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Program program = Program(window, shaderSystem);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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program.Loop();
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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, sizeof(Vertex),
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(void *)offsetof(Vertex, pos));
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void *)offsetof(Vertex, col));
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while (!glfwWindowShouldClose(window)) {
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int width, height;
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glfwGetFramebufferSize(window, &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(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwDestroyWindow(window);
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@ -1 +1,2 @@
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sources = files('main.cpp')
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sources = files('main.cpp', 'program.cpp', 'program.hpp')
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subdir('systems')
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18
src/program.cpp
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18
src/program.cpp
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@ -0,0 +1,18 @@
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#include "program.hpp"
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#include <GLFW/glfw3.h>
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Program::Program(GLFWwindow *window, class ShaderSystem shaderSystem) {
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this->window = window;
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this->shaderSystem = shaderSystem;
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}
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int Program::Loop() {
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while (!glfwWindowShouldClose(window)) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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shaderSystem.Draw(width, height, (float)glfwGetTime());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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return -1;
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}
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12
src/program.hpp
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12
src/program.hpp
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include "systems/shader-system.hpp"
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class Program {
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GLFWwindow *window;
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ShaderSystem shaderSystem;
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public:
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Program(GLFWwindow *window, class ShaderSystem shaderSystem);
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int Loop();
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};
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1
src/systems/meson.build
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1
src/systems/meson.build
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@ -0,0 +1 @@
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sources += files('shader-system.cpp', 'shader-system.hpp')
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81
src/systems/shader-system.cpp
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81
src/systems/shader-system.cpp
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#include "shader-system.hpp"
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typedef struct Vertex {
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vec2 pos;
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vec3 col;
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} Vertex;
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static const Vertex vertices[3] = {{{-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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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 = "#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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ShaderSystem::ShaderSystem() {
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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(vertices), vertices, GL_STATIC_DRAW);
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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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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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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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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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vcol_location = glGetAttribLocation(program, "vCol");
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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, sizeof(Vertex),
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(void *)offsetof(Vertex, pos));
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void *)offsetof(Vertex, col));
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}
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int ShaderSystem::Draw(int width, int height, float time) {
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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, time);
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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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return 0;
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}
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17
src/systems/shader-system.hpp
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17
src/systems/shader-system.hpp
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#include <GL/glew.h>
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#include <linmath.h>
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class ShaderSystem {
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GLuint vertex_buffer;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint program;
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GLint mvp_location;
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GLint vpos_location;
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GLint vcol_location;
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GLuint vertex_array;
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public:
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ShaderSystem();
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int Draw(int width, int height, float time);
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};
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