setup tutorial code
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0eb6b005d6
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1 changed files with 59 additions and 16 deletions
75
src/main.cpp
75
src/main.cpp
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@ -49,7 +49,7 @@ 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() {
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int main(int argc, char *argv[]) {
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glfwSetErrorCallback(error_callback);
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glfwSetErrorCallback(error_callback);
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@ -74,32 +74,75 @@ int main() {
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return -1;
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return -1;
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}
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}
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/* GLEW */
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GLenum code = glewInit();
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if (code != GLEW_OK) {
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fmt::print("GLEW failed to init! {} - {}\n", code,
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glewGetErrorString(code));
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return -1;
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}
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glfwSetKeyCallback(window, key_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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glfwSwapInterval(1);
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/* Loop until the user closes the window */
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/* GLEW */
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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fmt::print("GLEW failed to init! {}\n", err);
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return -1;
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}
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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(vertices), vertices, 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, 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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while (!glfwWindowShouldClose(window)) {
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/* Render here */
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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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glClear(GL_COLOR_BUFFER_BIT);
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/* Swap front and back buffers */
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mat4x4 m, p, mvp;
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glfwSwapBuffers(window);
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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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/* Poll for and process events */
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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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glfwPollEvents();
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}
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}
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glfwTerminate();
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glfwDestroyWindow(window);
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return 0;
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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}
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