Add project files.
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151
main.cpp
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151
main.cpp
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <shader.h>
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#include <iostream>
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#include <fstream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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int SCR_WIDTH = 800;
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int SCR_HEIGHT = 800;
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float triangleVertices[] = {
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-0.5f,-0.5f,0.0f, 1.0f,0.0f,0.0f,
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0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f,
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0.0f, 0.5f,0.0f, 0.0f,0.0f,1.0f
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};
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float squareVertices[] = {
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-0.8f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.8f, 0.8f, 0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 0.8f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
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};
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unsigned int indices[] = {
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0,1,3,
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1,2,3
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};
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int main() {
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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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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearningOpenGl", 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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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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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Shader ourShader("vertex.vert", "fragment.frag");
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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unsigned int VAO_1, VAO_2, VBO_1, VBO_2, EBO;
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glGenVertexArrays(1, &VAO_1);
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glGenVertexArrays(1, &VAO_2);
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glGenBuffers(1, &VBO_1);
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glGenBuffers(1, &VBO_2);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO_1);
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glBindBuffer(GL_ARRAY_BUFFER, VBO_1);
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glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(VAO_2);
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glBindBuffer(GL_ARRAY_BUFFER, VBO_2);
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glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertices), squareVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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float r = 0.0f, g = 0.0f, b = 0.0f;
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while (!glfwWindowShouldClose(window)) {
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//input
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processInput(window);
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//rendering
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if (r < 1) {
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r = r + 0.01f;
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}
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else if (g < 1) {
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g = g + 0.01f;
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}
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else if (b < 1) {
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b = b + 0.01f;
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}
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else {
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r = 0;
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g = 0;
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b = 0;
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}
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glClearColor(r, g, b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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//transforms
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glm::mat4 defaultTransform = glm::mat4(1.0f);
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glm::mat4 rotatedTransform = glm::rotate(defaultTransform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
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//draw
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ourShader.use();
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unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(rotatedTransform));
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glBindVertexArray(VAO_1);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(defaultTransform));
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glBindVertexArray(VAO_2);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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//check and call
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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}
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