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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#include <vector>
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#include <math.h>
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#include "shaders.cpp"
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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#define VERT_SHADER_SRC_FILE "shaders/vertex.glsl"
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#define FRAG_SHADER_SRC_FILE "shaders/fragment.glsl"
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float verts[] = {
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0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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-0.5f, 0.5f, 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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void framebuffer_size_callback(GLFWwindow* win, int w, int h) {
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glViewport(0, 0, w, h);
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}
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void processInput(GLFWwindow *win) {
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int action = glfwGetKey(win, GLFW_KEY_ESCAPE);
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if (action == GLFW_PRESS) {
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glfwSetWindowShouldClose(win, true);
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}
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}
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struct RenderObj {
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unsigned int EBO;
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unsigned int VBO;
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unsigned int VAO;
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unsigned int shaderProg;
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};
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RenderObj preRenderCallback() {
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// Compile a bunch of shaders etc
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unsigned int vertShader = Shader::compileFromFile(GL_VERTEX_SHADER, VERT_SHADER_SRC_FILE);
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unsigned int fragShader = Shader::compileFromFile(GL_FRAGMENT_SHADER, FRAG_SHADER_SRC_FILE);
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unsigned int shaders[2] = {vertShader, fragShader};
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// Create a shader program & link the shaders etc
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unsigned int shaderProg;
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shaderProg = Shader::createProgram( std::vector<unsigned int> (std::begin(shaders), std::end(shaders)) );
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// Vertex buffer object
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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// Vertex Array Object
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unsigned int VAO;
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glGenVertexArrays(1, &VAO); // gen the VAO
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glBindVertexArray(VAO); // bind it
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// Copy verts into buffer
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_DYNAMIC_DRAW); // for moving stuff
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//glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
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// Set attrib pointers
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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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unsigned int EBO;
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glGenBuffers(1, &EBO);
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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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return RenderObj {EBO, VBO, VAO, shaderProg};
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}
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void renderCallback(RenderObj ro) {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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float time = glfwGetTime();
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float gVal = (sin(time) / 1.5f) + 0.5f;
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int vertColLocation = glGetUniformLocation(ro.shaderProg, "inputColor");
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glUseProgram(ro.shaderProg);
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glUniform4f(vertColLocation, gVal, gVal, gVal, 1.0f);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ro.EBO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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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* win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Hohmann", NULL, NULL);
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if (win == NULL) {
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printf("Failed to create a window.\n");
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glfwTerminate();
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return 1;
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}
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glfwMakeContextCurrent(win);
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if ( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) {
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printf("Failed to init GLAD.\n");
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return 1;
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}
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glfwSetFramebufferSizeCallback(win, framebuffer_size_callback);
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RenderObj ro = preRenderCallback();
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while (!glfwWindowShouldClose(win)) {
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// Handle input
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processInput(win);
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// rendering
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renderCallback(ro);
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// glfw
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glfwSwapBuffers(win);
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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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