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https://github.com/guezoloic/LearnOpenGL.git
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feat(main.cpp): default triangle test
This commit is contained in:
110
src/main.cpp
110
src/main.cpp
@@ -1,4 +1,114 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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// vertex shader
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const char* vertexShaderSource = R"(
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#version 330 core
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layout(location = 0) in vec3 aPos;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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}
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)";
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// fragment shader
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const char* fragmentShaderSource = R"(
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(0.8, 0.3, 0.02, 1.0);
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}
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)";
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int main()
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{
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if(!glfwInit())
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{
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std::cerr << "Failed to initialize GLFW\n";
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return -1;
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}
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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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GLFWwindow* window = glfwCreateWindow(800, 600, "Triangle Test", nullptr, nullptr);
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if(!window)
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{
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std::cerr << "Failed to create GLFW window\n";
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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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if(glewInit() != GLEW_OK)
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{
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std::cerr << "Failed to initialize GLEW\n";
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return -1;
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}
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// --- Vertex data ---
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float vertices[] =
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{
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0.0f, 0.5f, 0.0f, // top
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0.5f, -0.5f, 0.0f, // right
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-0.5f, -0.5f, 0.0f // left
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};
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GLuint VAO, VBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// --- Compile shaders ---
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
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glCompileShader(vertexShader);
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
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glCompileShader(fragmentShader);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// --- Render loop ---
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while(!glfwWindowShouldClose(window))
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{
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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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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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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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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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