practice1 complete
This commit is contained in:
parent
e1eade4af7
commit
68490e9a0c
@ -28,7 +28,8 @@ ELSE(WIN32)
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set(THIRD_LIB_DIR D:/document/lib/)
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#glad
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include_directories(${THIRD_LIB_DIR}/glad/glad3.3/include)
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set(GLAD_SRCS ${THIRD_LIB_DIR}/glad/glad3.3/src/glad.c)
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set(GLAD_SRCS ${THIRD_LIB_DIR}/glad/glad3.3/src/glad.c
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src/practice_1.cpp)
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#glfw
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include_directories(${THIRD_LIB_DIR}/glfw/glfw-3.3.8.bin.WIN64/glfw-3.3.8.bin.WIN64/include)
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link_directories(${THIRD_LIB_DIR}/glfw/glfw-3.3.8.bin.WIN64/glfw-3.3.8.bin.WIN64/lib-vc2022)
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@ -39,9 +40,12 @@ ELSE(WIN32)
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set(Opengl_LIBS
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opengl32.lib
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)
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include_directories(${PROJECT_SOURCE_DIR}/include)
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file(GLOB_RECURSE PROJECT_SRCS ${PROJECT_SOURCE_DIR}/src/*.cpp)
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#link
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add_executable(${PROJECT_N}
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main.cpp
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${PRACTICE_SRCS}
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${GLAD_SRCS}
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)
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target_link_libraries(${PROJECT_N}
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11
include/pch.h
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11
include/pch.h
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@ -0,0 +1,11 @@
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//
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// Created by jie on 2023/10/9.
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//
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#ifndef LEARNOPENGL_PCH_H
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#define LEARNOPENGL_PCH_H
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#include "glad/glad.h"
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#include "GLFW/glfw3.h"
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#endif //LEARNOPENGL_PCH_H
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43
include/practice_1.h
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43
include/practice_1.h
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@ -0,0 +1,43 @@
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//
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// Created by jie on 2023/10/9.
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//
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#ifndef MEDIAPLAYER_PRACTICE_1_H
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#define MEDIAPLAYER_PRACTICE_1_H
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#include "pch.h"
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namespace PRACTICE {
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static const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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static const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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static const char *fragmentShaderSource1 = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
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"}\n\0";
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int Practice1();
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void frameBufferSizeChange(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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void CheckShader(unsigned int shaderIndex, bool isPorgram = false);
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}
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#endif //MEDIAPLAYER_PRACTICE_1_H
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131
main.cpp
131
main.cpp
@ -1,134 +1,7 @@
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#include <iostream>
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#include "glad/glad.h"
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#include "GLFW/glfw3.h"
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void frameBufferSizeChange(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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void CheckShader(unsigned int shaderIndex, bool isPorgram = false) {
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int successful;
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char logInfo[512];
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if (isPorgram) {
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glad_glGetProgramiv(shaderIndex, GL_LINK_STATUS, &successful);
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} else {
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glad_glGetShaderiv(shaderIndex, GL_COMPILE_STATUS, &successful);
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}
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if (!successful){
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if(isPorgram){
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glad_glGetProgramInfoLog(shaderIndex, 512, nullptr, logInfo);
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}else{
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glad_glGetShaderInfoLog(shaderIndex, 512, nullptr, logInfo);
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}
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std::cout<<logInfo<<std::endl;
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}
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}
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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#include "practice_1.h"
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int main(int argc, char **const argv) {
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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(800, 600, "Windows", nullptr, nullptr);
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if (window == nullptr) {
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetWindowSizeCallback(window, frameBufferSizeChange);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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auto error = glad_glGetError();
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return static_cast<int>(error);
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}
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float vertices[] = {
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-0.5, 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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unsigned int VAO, VBO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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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, 3 * sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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unsigned int vertexShader, fragmentShader, shaderProgram;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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shaderProgram = glCreateProgram();
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glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
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CheckShader(vertexShader);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
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CheckShader(fragmentShader);
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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CheckShader(shaderProgram, true);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(.2f, .3f, .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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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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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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glDeleteProgram(shaderProgram);
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glfwTerminate();
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PRACTICE::Practice1();
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return 0;
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}
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151
src/practice_1.cpp
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151
src/practice_1.cpp
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@ -0,0 +1,151 @@
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#include "practice_1.h"
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#include "iostream"
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namespace PRACTICE {
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void frameBufferSizeChange(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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void CheckShader(unsigned int shaderIndex, bool isPorgram) {
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int successful;
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char logInfo[512];
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if (isPorgram) {
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glad_glGetProgramiv(shaderIndex, GL_LINK_STATUS, &successful);
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} else {
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glad_glGetShaderiv(shaderIndex, GL_COMPILE_STATUS, &successful);
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}
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if (!successful) {
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if (isPorgram) {
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glad_glGetProgramInfoLog(shaderIndex, 512, nullptr, logInfo);
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} else {
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glad_glGetShaderInfoLog(shaderIndex, 512, nullptr, logInfo);
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}
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std::cout << logInfo << std::endl;
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}
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}
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int Practice1() {
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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(800, 600, "Windows", nullptr, nullptr);
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if (window == nullptr) {
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetWindowSizeCallback(window, frameBufferSizeChange);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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auto error = glad_glGetError();
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return static_cast<int>(error);
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}
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float vertices[] = {
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-0.5, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.0f, 0.0f, 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, 2,
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};
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unsigned int indices2[]{
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2, 3, 4,
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};
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unsigned int VAOs[2], VBO, EBOs[2];
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glGenVertexArrays(2, VAOs);
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glGenBuffers(1, &VBO);
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glGenBuffers(2, EBOs);
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glBindVertexArray(VAOs[0]);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOs[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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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, 3 * sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glBindVertexArray(VAOs[1]);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOs[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, 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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glBindVertexArray(0);
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unsigned int vertexShader, fragmentShader[2], shaderProgram[2];
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader[0] = glCreateShader(GL_FRAGMENT_SHADER);
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fragmentShader[1] = glCreateShader(GL_FRAGMENT_SHADER);
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shaderProgram[0] = glCreateProgram();
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shaderProgram[1] = glCreateProgram();
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glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
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CheckShader(vertexShader);
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glShaderSource(fragmentShader[0], 1, &fragmentShaderSource, nullptr);
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CheckShader(fragmentShader[0]);
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glShaderSource(fragmentShader[1], 1, &fragmentShaderSource1, nullptr);
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CheckShader(fragmentShader[1]);
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glAttachShader(shaderProgram[0], vertexShader);
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glAttachShader(shaderProgram[0], fragmentShader[0]);
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glLinkProgram(shaderProgram[0]);
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CheckShader(shaderProgram[0], true);
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glAttachShader(shaderProgram[1], vertexShader);
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glAttachShader(shaderProgram[1], fragmentShader[1]);
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glLinkProgram(shaderProgram[1]);
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CheckShader(shaderProgram[1], true);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader[0]);
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glDeleteShader(fragmentShader[1]);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(.2f, .3f, .3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram[0]);
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glBindVertexArray(VAOs[0]);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glUseProgram(shaderProgram[1]);
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glBindVertexArray(VAOs[1]);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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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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glDeleteBuffers(1, &VBO);
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glDeleteVertexArrays(2, VAOs);
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glDeleteBuffers(2, EBOs);
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glDeleteProgram(shaderProgram[0]);
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glDeleteProgram(shaderProgram[1]);
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glfwTerminate();
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return 0;
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}
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}
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