hello triangle
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@@ -32,11 +32,17 @@ App::App():
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glfwSetErrorCallback(error_callback_s);
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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mpWindow = glfwCreateWindow(640, 480, "uGLy", NULL, NULL);
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glfwSetWindowUserPointer(mpWindow, this);
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glfwSetKeyCallback(mpWindow, key_callback_s);
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glfwMakeContextCurrent(mpWindow);
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glewExperimental = GL_TRUE;
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if(glewInit() != GLEW_OK) {
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error_callback_s(GLFW_NO_ERROR, "glewInit() failed");
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}
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@@ -50,8 +56,71 @@ App::~App() {
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void App::game_loop() {
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float vertices[] = {
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.0f, .5f,
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.5f, -.5f,
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-.5f, -.5f
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};
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GLuint vbo;
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glGenBuffers(1, &vbo);
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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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auto vertexSource = R"glsl(
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#version 150 core
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in vec2 position;
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void main() { gl_Position = vec4(position, 0.0, 1.0); }
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)glsl";
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GLint status;
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexSource, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if(!status) {
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error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
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}
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auto fragmentSource = R"glsl(
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#version 150 core
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uniform vec3 triangleColor;
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out vec4 color;
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void main() { color = vec4(triangleColor, 1.0); }
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)glsl";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if(!status) {
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error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
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}
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glUseProgram(shaderProgram);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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auto start = glfwGetTime();
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while(!glfwWindowShouldClose(mpWindow)) {
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glfwPollEvents();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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auto now = glfwGetTime();
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glUniform3f(glGetUniformLocation(shaderProgram, "triangleColor"), (sin(now-start) + 1.0f) / 2.0f, 0.0f, 0.0f);
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glfwSwapBuffers(mpWindow);
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}
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}
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