命名修改
This commit is contained in:
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d23a6427d9
commit
8e128f2d42
@ -6,30 +6,9 @@
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#define MEDIAPLAYER_PRACTICE_1_H
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#define MEDIAPLAYER_PRACTICE_1_H
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#include "pch.h"
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#include "pch.h"
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#include "shaderService.h"
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namespace PRACTICE {
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namespace TRIANGLE {
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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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int Practice1();
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void frameBufferSizeChange(GLFWwindow *window, int width, int height);
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void frameBufferSizeChange(GLFWwindow *window, int width, int height);
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6
shaders/fragmentShader.glsl
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6
shaders/fragmentShader.glsl
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@ -0,0 +1,6 @@
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#version 330 core
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in vec3 ourColor;
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out vec4 FragColor;
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void main(){
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FragColor = vec4(ourColor, 1.0f);
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}
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9
shaders/vertexShader.glsl
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9
shaders/vertexShader.glsl
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@ -0,0 +1,9 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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uniform float position;
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out vec3 ourColor;
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void main(){
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gl_Position = vec4(aPos.x + position , -aPos.y, aPos.z, 1.0f);
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ourColor = aPos;
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}
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@ -1,151 +0,0 @@
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#include "triangle.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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105
src/triangle.cpp
Normal file
105
src/triangle.cpp
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@ -0,0 +1,105 @@
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#include "triangle.h"
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#include "iostream"
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#include <chrono>
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using namespace std::literals::chrono_literals;
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namespace TRIANGLE {
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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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0.5f, -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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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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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, 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(0);
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auto shader = ShaderService("../../shaders/vertexShader.glsl",
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"../../shaders/fragmentShader.glsl");
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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float pos = .0f;
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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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shader.Use();
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shader.SetUniform<float>("position", pos+=0.001);
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// std::this_thread::sleep_for(5ms);
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glBindVertexArray(VAO);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glUseProgram(shaderProgram[1]);
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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(1, &VAO);
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glDeleteBuffers(1, &EBO);
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glfwTerminate();
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return 0;
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}
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}
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