Nove repo opengl-learning

This commit is contained in:
TheRetikGM
2021-02-12 15:43:03 +01:00
commit 63e3c0bc8b
1046 changed files with 358397 additions and 0 deletions

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NAME := main
CXX=g++
DEBUG :=
CXX_FLAGS := $(DEBUG) -std=c++14
LIBS := -lGL -lGLU -lglfw3 -lX11 -lXxf86vm -lXrandr -pthread -lXi -ldl -lm
INCLUDE := ../../../include/
BIN := bin
SRC := src
INPUT = src/main.cpp ../../../glad.c
all: $(BIN)/$(NAME)
run:
./$(BIN)/$(NAME)
$(BIN)/$(NAME): $(SRC)/main.o $(SRC)/glad.o
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) $^ -o $@ $(LIBS)
.cpp.o:
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
.c.o:
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
$(SRC)/glad.o: ../../../glad.c
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
# dependencies
$(SRC)/main.o: $(SRC)/main.cpp
clean:
rm -rf $(SRC)/*.o
touch $(SRC)/*

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project('3. Hello Triangle', ['cpp', 'c'], version : '1.0-0')
libsDir = [meson.current_source_dir() + '/../../../lib']
cxx = meson.get_compiler('cpp')
libs = [cxx.find_library('glfw3', dirs : libsDir, static : true),
cxx.find_library('dl'),
cxx.find_library('pthread')]
depend = [dependency('X11')]
sourceFiles = ['src/main.cpp',
'../../../glad.c']
include = include_directories('../../../include')
main = executable('main', sourceFiles, include_directories : include, dependencies : [depend, libs])
test('HelloTriangle test', main)

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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
typedef unsigned int uint;
// fuj! pouze pro tento program
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.xyz, 1.0);\n"
"}\0";
const char* fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0, 0.5, 0.2, 1.0f);"
"}\0";
// Global Constants
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;
// Global Variables
GLFWwindow* window;
uint8_t init(void);
void framebuffersize_callback(GLFWwindow* window, int width, int height);
void proccessInput(GLFWwindow* window);
int main(int* argc, char** argv)
{
if (init() != 0)
return -1;
uint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cerr << "[ERROR] Vertex shader compilation failed!\n" << infoLog << endl;
}
uint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
cerr << "[ERROR] Fragment shader compilation failed!\n" << infoLog << endl;
}
uint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
cerr << "[ERROR] Program linking failed\n" << infoLog << endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
uint indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
uint VAO; // Vertex array buffer
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
uint VBO; // Vertex Buffer Object
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // copy data to Graphics card array buffer (buffer for vertices)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (const void *)0);
glEnableVertexAttribArray(0);
uint EBO; // Element Buffer Object
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindVertexArray(0);
/* ------------------ MAIN loop ------------------ */
while (!glfwWindowShouldClose(window)) {
// input ...
proccessInput(window);
// rendering commands here ...
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// check and calls events and swap the buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
uint8_t init(void) {
// init of glfw window
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Hello Window!", NULL, NULL);
if (window == NULL) {
cerr << "Failed to create glfw window" << endl;
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// init of GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cerr << "Failed to initialize GLAD" << endl;
}
glfwSetFramebufferSizeCallback(window, framebuffersize_callback);
return 0;
}
void framebuffersize_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void proccessInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}