Write most boilerplate code
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6
.gitmodules
vendored
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[submodule "digraphene-headers"]
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path = digraphene-headers
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url = https://gitlab.com/TestingPlant/digraphene-headers.git
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[submodule "fast_obj"]
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path = fast_obj
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url = https://github.com/thisistherk/fast_obj.git
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digraphene-headers
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digraphene-headers
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Subproject commit f70af51fececfa9ad6eda52d222f70620d4cd7a7
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1
fast_obj
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fast_obj
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Subproject commit ac312c9c6d63c1902647e8a47190a18878e7f282
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2071
meshes/sphere.obj
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2071
meshes/sphere.obj
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native/a.out
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BIN
native/a.out
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170
native/main.cpp
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native/main.cpp
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/*
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Copyright (C) 2021 hiimgoodpack
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#define FAST_OBJ_IMPLEMENTATION
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#include "../fast_obj/fast_obj.h"
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#include <mesh.h>
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#include <GLFW/glfw3.h>
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#include <shader.h>
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#include <cstring>
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#include <cassert>
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#include <iostream>
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typedef struct {
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linalg::aliases::float3 position;
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} Vertex;
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typedef unsigned int Element;
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const Mesh::Attribute VERTEX_ATTRIBUTES[] = {
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{
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.index = 0,
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.size = 3,
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.type = GL_FLOAT,
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.stride = sizeof(Vertex),
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.pointer = (void*)offsetof(Vertex, position)
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}
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};
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Mesh::InstancedElements processMesh(const char* const path) {
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fastObjMesh* mesh = fast_obj_read(path);
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assert(mesh && "An error occured while reading a mesh. Make sure the path is correct and points to a wavefront object file");
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const unsigned int vertexCount = mesh->position_count-1;
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const unsigned int indexCount = mesh->face_count*3;
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Vertex* const vertices = new Vertex[vertexCount];
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Element* const elements = new Element[indexCount];
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// Index 0 is an invalid index to use in an object file, so we'll remove it
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for (unsigned int i = 1; i < mesh->position_count; i++) {
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vertices[i-1].position = {mesh->positions[i*3], mesh->positions[i*3+1], mesh->positions[i*3+2]};
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}
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for (unsigned int i = 0; i < mesh->face_count; i += 3) {
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elements[i] = mesh->indices[i].p-1;
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elements[i+1] = mesh->indices[i].t-1;
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elements[i+2] = mesh->indices[i].n-1;
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}
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fast_obj_destroy(mesh);
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// TODO: Make a way to clean up buffers
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Buffer::Specialized<Vertex, GL_ARRAY_BUFFER> vertexBuffer(vertices, vertexCount * sizeof(Vertex), GL_STATIC_DRAW);
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Buffer::Specialized<Element, GL_ELEMENT_ARRAY_BUFFER> elementBuffer(elements, indexCount * sizeof(Element), GL_STATIC_DRAW);
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delete[] vertices;
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delete[] elements;
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Mesh::Buffer buffers[2] = {
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{
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.buffer = vertexBuffer,
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.attributes = VERTEX_ATTRIBUTES,
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.attributeCount = sizeof(VERTEX_ATTRIBUTES)/sizeof(Mesh::Attribute)
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},
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{
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.buffer = elementBuffer
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}
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};
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return Mesh::InstancedElements(buffers, 2, indexCount, 1, GL_UNSIGNED_INT);
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}
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#include <fstream>
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std::string readExternalFile(const char* name) {
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std::string contents;
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std::ifstream file;
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file.open(name, std::fstream::in);
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if (!file.is_open())
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std::cerr << "Failed to load file " << name << ": " << strerror(errno) << "\n";
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std::string line;
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while (getline(file, line)) {
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contents += line;
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contents += "\n";
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}
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file.close();
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return std::string(contents);
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}
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void onDebugOutput(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, const void* /* userParam */) {
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std::cerr << "OpenGL ";
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switch (severity) {
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case GL_DEBUG_SEVERITY_HIGH: std::cerr << "high severity"; break;
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case GL_DEBUG_SEVERITY_MEDIUM: std::cerr << "moderately severity"; break;
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case GL_DEBUG_SEVERITY_LOW: std::cerr << "low severity"; break;
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case GL_DEBUG_SEVERITY_NOTIFICATION: std::cerr << "notification"; break;
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default: std::cerr << "[unknown severity " << severity << "]"; break;
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}
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std::cerr << " ";
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switch (type) {
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case GL_DEBUG_TYPE_ERROR: std::cerr << "error"; break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cerr << "deprecation warning"; break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cerr << "undefined behavior warning"; break;
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case GL_DEBUG_TYPE_PORTABILITY: std::cerr << "portability warning"; break;
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case GL_DEBUG_TYPE_PERFORMANCE: std::cerr << "performance warning"; break;
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case GL_DEBUG_TYPE_MARKER: std::cerr << "debug marker"; break;
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case GL_DEBUG_TYPE_PUSH_GROUP: std::cerr << "pushed group"; break;
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case GL_DEBUG_TYPE_POP_GROUP: std::cerr << "popped group"; break;
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case GL_DEBUG_TYPE_OTHER: std::cerr << "debug message"; break;
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default: std::cerr << "[unknown message type " << type << "]"; break;
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}
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std::cerr << " from ";
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switch (source) {
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case GL_DEBUG_SOURCE_API: std::cerr << "API"; break;
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cerr << "window system"; break;
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case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cerr << "shader compiler"; break;
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case GL_DEBUG_SOURCE_THIRD_PARTY: std::cerr << "third party"; break;
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case GL_DEBUG_SOURCE_APPLICATION: std::cerr << "application"; break;
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case GL_DEBUG_SOURCE_OTHER: std::cerr << "unknown source"; break;
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default: std::cerr << "[unknown source type " << source << "]"; break;
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}
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std::cerr << ": ";
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if (length < 0)
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std::cerr << message;
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else
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std::cerr << std::string(message, length);
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std::cerr << " (message id: " << id << ")\n";
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}
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void onGLFWError(int errorCode, const char* error) {
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std::cerr << "GLFW error: " << error << " (error code: " << errorCode << ")\n";
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}
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int main() {
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glfwSetErrorCallback(onGLFWError);
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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_FORWARD_COMPAT, 1);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_VISIBLE, false);
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GLFWwindow* window = glfwCreateWindow(1, 1, "You aren't supposed to see this", NULL, NULL);
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glfwMakeContextCurrent(window);
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Mesh::InstancedElements sphere = processMesh("../meshes/sphere.obj");
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Shader::Program shader;
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shader.add(readExternalFile("../shaders/vertex.glsl").c_str(), -1, GL_VERTEX_SHADER);
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shader.add(readExternalFile("../shaders/fragment.glsl").c_str(), -1, GL_FRAGMENT_SHADER);
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shader.link();
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shader.use();
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}
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