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							169 lines
						
					
					
						
							5.0 KiB
						
					
					
				
			
		
		
	
	
							169 lines
						
					
					
						
							5.0 KiB
						
					
					
				//======================================================================== | 
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// OpenGL triangle example | 
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org> | 
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// | 
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// This software is provided 'as-is', without any express or implied | 
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// warranty. In no event will the authors be held liable for any damages | 
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// arising from the use of this software. | 
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// | 
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// Permission is granted to anyone to use this software for any purpose, | 
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// including commercial applications, and to alter it and redistribute it | 
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// freely, subject to the following restrictions: | 
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// | 
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// 1. The origin of this software must not be misrepresented; you must not | 
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//    claim that you wrote the original software. If you use this software | 
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//    in a product, an acknowledgment in the product documentation would | 
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//    be appreciated but is not required. | 
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// | 
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// 2. Altered source versions must be plainly marked as such, and must not | 
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//    be misrepresented as being the original software. | 
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// | 
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// 3. This notice may not be removed or altered from any source | 
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//    distribution. | 
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// | 
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//======================================================================== | 
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//! [code] | 
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 | 
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#include <glad/gl.h> | 
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#include <GLFW/glfw3.h> | 
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 | 
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#include "linmath.h" | 
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 | 
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#include <stdlib.h> | 
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#include <stddef.h> | 
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#include <stdio.h> | 
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 | 
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typedef struct Vertex | 
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{ | 
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    vec2 pos; | 
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    vec3 col; | 
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} Vertex; | 
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 | 
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static const Vertex vertices[3] = | 
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{ | 
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    { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } }, | 
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    { {  0.6f, -0.4f }, { 0.f, 1.f, 0.f } }, | 
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    { {   0.f,  0.6f }, { 0.f, 0.f, 1.f } } | 
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}; | 
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 | 
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static const char* vertex_shader_text = | 
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"#version 330\n" | 
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"uniform mat4 MVP;\n" | 
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"in vec3 vCol;\n" | 
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"in vec2 vPos;\n" | 
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"out vec3 color;\n" | 
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"void main()\n" | 
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"{\n" | 
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"    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" | 
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"    color = vCol;\n" | 
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"}\n"; | 
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 | 
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static const char* fragment_shader_text = | 
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"#version 330\n" | 
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"in vec3 color;\n" | 
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"out vec4 fragment;\n" | 
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"void main()\n" | 
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"{\n" | 
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"    fragment = vec4(color, 1.0);\n" | 
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"}\n"; | 
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 | 
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static void error_callback(int error, const char* description) | 
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{ | 
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    fprintf(stderr, "Error: %s\n", description); | 
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} | 
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 | 
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) | 
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{ | 
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    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) | 
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        glfwSetWindowShouldClose(window, GLFW_TRUE); | 
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} | 
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 | 
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int main(void) | 
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{ | 
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    glfwSetErrorCallback(error_callback); | 
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 | 
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    if (!glfwInit()) | 
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        exit(EXIT_FAILURE); | 
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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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 | 
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    GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL); | 
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    if (!window) | 
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    { | 
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        glfwTerminate(); | 
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        exit(EXIT_FAILURE); | 
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    } | 
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 | 
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    glfwSetKeyCallback(window, key_callback); | 
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 | 
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    glfwMakeContextCurrent(window); | 
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    gladLoadGL(glfwGetProcAddress); | 
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    glfwSwapInterval(1); | 
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 | 
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    // NOTE: OpenGL error checks have been omitted for brevity | 
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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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 | 
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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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 | 
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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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 | 
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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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 | 
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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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 | 
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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, | 
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                          sizeof(Vertex), (void*) offsetof(Vertex, pos)); | 
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    glEnableVertexAttribArray(vcol_location); | 
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    glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, | 
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                          sizeof(Vertex), (void*) offsetof(Vertex, col)); | 
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 | 
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    while (!glfwWindowShouldClose(window)) | 
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    { | 
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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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 | 
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        glViewport(0, 0, width, height); | 
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        glClear(GL_COLOR_BUFFER_BIT); | 
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 | 
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        mat4x4 m, p, mvp; | 
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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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 | 
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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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 | 
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        glfwSwapBuffers(window); | 
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        glfwPollEvents(); | 
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    } | 
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 | 
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    glfwDestroyWindow(window); | 
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 | 
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    glfwTerminate(); | 
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    exit(EXIT_SUCCESS); | 
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} | 
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 | 
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//! [code]
 | 
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 |