1 | #include <cstdio>
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2 | #include <iostream>
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3 |
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4 | #include <GL/glew.h>
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5 | #include <GLFW/glfw3.h>
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6 |
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7 | using namespace std;
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8 |
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9 | int main(int argc, char* argv[]) {
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10 | cout << "New OpenGL Game" << endl;
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11 |
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12 | if (!glfwInit()) {
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13 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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14 | return 1;
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15 | }
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16 |
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17 | GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
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18 | if (!window) {
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19 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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20 | glfwTerminate();
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21 | return 1;
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22 | }
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23 | glfwMakeContextCurrent(window);
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24 | glewExperimental = GL_TRUE;
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25 | glewInit();
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26 |
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27 | const GLubyte* renderer = glGetString(GL_RENDERER);
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28 | const GLubyte* version = glGetString(GL_VERSION);
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29 | printf("Renderer: %s\n", renderer);
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30 | printf("OpenGL version supported %s\n", version);
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31 | glEnable(GL_DEPTH_TEST);
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32 | glDepthFunc(GL_LESS);
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33 |
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34 | GLfloat points[] = {
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35 | 0.0f, 0.5f, 0.0f,
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36 | 0.5f, -0.5f, 0.0f,
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37 | -0.5f, -0.5f, 0.0f,
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38 | };
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39 |
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40 | GLuint vbo = 0;
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41 | glGenBuffers(1, &vbo);
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42 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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43 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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44 |
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45 | GLuint vao = 0;
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46 | glGenVertexArrays(1, &vao);
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47 | glBindVertexArray(vao);
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48 | glEnableVertexAttribArray(0);
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49 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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50 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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51 |
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52 | const char* vertex_shader =
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53 | "#version 410\n"
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54 | "in vec3 vp;"
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55 | "void main() {"
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56 | " gl_Position = vec4(vp, 1.0);"
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57 | "}";
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58 |
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59 | GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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60 | glShaderSource(vs, 1, &vertex_shader, NULL);
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61 | glCompileShader(vs);
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62 |
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63 | const char* fragment_shader =
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64 | "#version 410\n"
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65 | "out vec4 frag_color;"
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66 | "void main() {"
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67 | " frag_color = vec4(0.5, 0.0, 0.5, 1.0);"
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68 | "}";
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69 |
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70 | GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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71 | glShaderSource(fs, 1, &fragment_shader, NULL);
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72 | glCompileShader(fs);
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73 |
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74 | GLuint shader_program = glCreateProgram();
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75 | glAttachShader(shader_program, vs);
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76 | glAttachShader(shader_program, fs);
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77 | glLinkProgram(shader_program);
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78 |
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79 | while (!glfwWindowShouldClose(window)) {
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80 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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81 | glUseProgram(shader_program);
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82 | glBindVertexArray(vao);
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83 | glDrawArrays(GL_TRIANGLES, 0, 3);
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84 | glfwPollEvents();
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85 | glfwSwapBuffers(window);
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86 | }
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87 |
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88 | glfwTerminate();
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89 | return 0;
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90 | }
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