generated from karl/cpp-template
Basic project setup
the example from https://learnopengl.com/Advanced-OpenGL/Geometry-Shader is functional; built with SCons.
This commit is contained in:
parent
c11e2d3dfe
commit
9ab7f3eed0
@ -1,7 +1,12 @@
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#!python
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#!python
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# Create the environment and create a Compilation Database for use in VSCodium
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# Create the environment and create a Compilation Database for use in VSCodium
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env = DefaultEnvironment(tools=['default', 'compilation_db'])
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env = Environment(
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CCFLAGS=['-std=c++17', '-Wall', '-O0', '-g'],
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tools=['default', 'compilation_db'])
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env.CompilationDatabase()
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env.CompilationDatabase()
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Program('program.out', Glob('*.cpp'))
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env.Append(LIBS=['glfw', 'dl'])
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env.Program('program.out', [Glob('*.cpp', 'Util/*.cpp'), 'Util/glad.c'])
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170
Shader.h
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170
Shader.h
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// Adapted from LearnOpenGL
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#ifndef SHADER_H
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#define SHADER_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <string>
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class Shader {
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public:
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unsigned int ID;
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// constructor generates the shader on the fly
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// ------------------------------------------------------------------------
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Shader(const char *vertexPath, const char *fragmentPath, const char *geometryPath = nullptr) {
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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std::ifstream gShaderFile;
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// ensure ifstream objects can throw exceptions:
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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// if geometry shader path is present, also load a geometry shader
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if (geometryPath != nullptr) {
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gShaderFile.open(geometryPath);
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std::stringstream gShaderStream;
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gShaderStream << gShaderFile.rdbuf();
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gShaderFile.close();
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geometryCode = gShaderStream.str();
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}
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} catch (std::ifstream::failure &e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const char *vShaderCode = vertexCode.c_str();
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const char *fShaderCode = fragmentCode.c_str();
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// 2. compile shaders
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unsigned int vertex, fragment;
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// vertex shader
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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checkCompileErrors(vertex, "VERTEX");
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// fragment Shader
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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// if geometry shader is given, compile geometry shader
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unsigned int geometry;
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if (geometryPath != nullptr) {
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const char *gShaderCode = geometryCode.c_str();
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geometry = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geometry, 1, &gShaderCode, NULL);
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glCompileShader(geometry);
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checkCompileErrors(geometry, "GEOMETRY");
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}
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// shader Program
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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if (geometryPath != nullptr) glAttachShader(ID, geometry);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessery
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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if (geometryPath != nullptr) glDeleteShader(geometry);
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}
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// activate the shader
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// ------------------------------------------------------------------------
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void use() {
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glUseProgram(ID);
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}
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// utility uniform functions
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// ------------------------------------------------------------------------
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void setBool(const std::string &name, bool value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(const std::string &name, int value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(const std::string &name, float value) const {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setVec2(const std::string &name, const glm::vec2 &value) const {
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(const std::string &name, float x, float y) const {
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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// ------------------------------------------------------------------------
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void setVec3(const std::string &name, const glm::vec3 &value) const {
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(const std::string &name, float x, float y, float z) const {
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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// ------------------------------------------------------------------------
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void setVec4(const std::string &name, const glm::vec4 &value) const {
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(const std::string &name, float x, float y, float z, float w) {
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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// ------------------------------------------------------------------------
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void setMat2(const std::string &name, const glm::mat2 &mat) const {
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat3(const std::string &name, const glm::mat3 &mat) const {
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat4(const std::string &name, const glm::mat4 &mat) const {
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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private:
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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void checkCompileErrors(GLuint shader, std::string type) {
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GLint success;
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GLchar infoLog[1024];
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if (type != "PROGRAM") {
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
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<< infoLog
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<< "\n -- --------------------------------------------------- -- "
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<< std::endl;
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}
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} else {
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
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<< infoLog
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<< "\n -- --------------------------------------------------- -- "
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<< std::endl;
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}
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}
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}
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};
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#endif
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10
Shader/mc.fs
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10
Shader/mc.fs
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#version 330 core
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out vec4 FragColor;
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in vec3 fColor;
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void main()
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{
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FragColor = vec4(fColor, 1.0);
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}
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31
Shader/mc.gs
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31
Shader/mc.gs
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#version 330 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 5) out;
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in VS_OUT {
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vec3 color;
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} gs_in[];
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out vec3 fColor;
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void build_house(vec4 position)
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{
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fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
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gl_Position = position + vec4(-0.2, -0.2, 0.0, 0.0); // 1:bottom-left
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EmitVertex();
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gl_Position = position + vec4( 0.2, -0.2, 0.0, 0.0); // 2:bottom-right
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EmitVertex();
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gl_Position = position + vec4(-0.2, 0.2, 0.0, 0.0); // 3:top-left
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EmitVertex();
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gl_Position = position + vec4( 0.2, 0.2, 0.0, 0.0); // 4:top-right
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EmitVertex();
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gl_Position = position + vec4( 0.0, 0.4, 0.0, 0.0); // 5:top
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fColor = vec3(1.0, 1.0, 1.0);
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EmitVertex();
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EndPrimitive();
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}
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void main() {
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build_house(gl_in[0].gl_Position);
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}
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14
Shader/mc.vs
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14
Shader/mc.vs
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec3 aColor;
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out VS_OUT {
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vec3 color;
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} vs_out;
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void main()
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{
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vs_out.color = aColor;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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1833
Util/glad.c
Normal file
1833
Util/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
7559
Util/stb_image.h
Normal file
7559
Util/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
2
Util/stb_setup.cpp
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2
Util/stb_setup.cpp
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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105
main.cpp
105
main.cpp
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#include <glad/glad.h>
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// Needs to be second
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#include <GLFW/glfw3.h>
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#include "Shader.h"
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#include <iostream>
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#include <iostream>
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int main() {
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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std::cout << "Hello World!" << std::endl;
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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int main() {
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// glfw: initialize and configure
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// ------------------------------
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader shader("Shader/mc.vs", "Shader/mc.fs", "Shader/mc.gs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float points[] = {
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-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // top-left
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top-right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom-right
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-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // bottom-left
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};
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unsigned int VBO, VAO;
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glGenBuffers(1, &VBO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(2 * sizeof(float)));
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glBindVertexArray(0);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window)) {
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// render
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// ------
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// draw points
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shader.use();
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glBindVertexArray(VAO);
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glDrawArrays(GL_POINTS, 0, 4);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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