add abstraction for shaders and camera
This commit is contained in:
parent
eefee6537a
commit
85f87152ad
10 changed files with 307 additions and 128 deletions
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@ -9,6 +9,9 @@ incdir = include_directories(['src', 'src/vendor'])
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executable(
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'game',
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'./src/common.cpp',
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'./src/shader.cpp',
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'./src/camera.cpp',
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'./src/main.cpp',
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'./src/vendor/glad/glad.c',
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include_directories : incdir,
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14
shaders/fragment.glsl
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14
shaders/fragment.glsl
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@ -0,0 +1,14 @@
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#version 330 core
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D tex;
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void main()
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{
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FragColor = texture(tex, TexCoord);
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}
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18
shaders/vertex.glsl
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18
shaders/vertex.glsl
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@ -0,0 +1,18 @@
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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 vec2 aTexCoord;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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TexCoord = aTexCoord;
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}
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78
src/camera.cpp
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78
src/camera.cpp
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@ -0,0 +1,78 @@
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#include "camera.hpp"
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#include "vendor/glm/glm/mat4x4.hpp"
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#include "vendor/glm/glm/geometric.hpp"
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#include "vendor/glm/glm/gtc/type_ptr.hpp"
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void Camera::process_mouse(double x, double y)
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{
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bool dirty = last_mouse_x != x || last_mouse_y != y;
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if (!mouse_moved_once) {
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mouse_moved_once = true;
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last_mouse_x = x;
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last_mouse_y = y;
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dirty = true;
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}
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if (!dirty) {
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return;
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}
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double x_offset = (x - last_mouse_x) * turn_speed;
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double y_offset = (last_mouse_y - y) * turn_speed;
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yaw += x_offset;
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pitch += y_offset;
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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double pitch_factor = cos(glm::radians(pitch));
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front = (glm::vec3){
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cos(glm::radians(yaw)) * pitch_factor,
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sin(glm::radians(pitch)),
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sin(glm::radians(yaw)) * pitch_factor
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};
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last_mouse_x = x;
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last_mouse_y = y;
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view = compute_view();
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}
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void Camera::movement(float delta_time, CameraMovement movement)
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{
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const float factor = movement_speed * delta_time;
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switch (movement) {
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case MovementUp:
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position += factor * up;
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break;
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case MovementDown:
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position += factor * down;
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break;
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case MovementLeft:
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position -= factor * glm::normalize(glm::cross(front, up));
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break;
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case MovementRight:
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position += factor * glm::normalize(glm::cross(front, up));
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break;
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case MovementBack:
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position -= factor * front;
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break;
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case MovementForward:
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position += factor * front;
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break;
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}
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view = compute_view();
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}
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const glm::mat4 Camera::compute_view(void)
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{
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return glm::lookAt(position, position + front, up);
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}
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33
src/camera.hpp
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33
src/camera.hpp
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@ -0,0 +1,33 @@
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#pragma once
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#include "vendor/glm/glm/mat4x4.hpp"
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#include "vendor/glm/glm/vec3.hpp"
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struct Camera {
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enum CameraMovement {
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MovementUp,
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MovementDown,
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MovementLeft,
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MovementRight,
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MovementBack,
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MovementForward,
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};
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double yaw = -90.0f;
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double pitch = 0.0f;
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double movement_speed = 2.0f;
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double turn_speed = 0.1f;
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double last_mouse_x, last_mouse_y = 0.0f;
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bool mouse_moved_once = false;
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glm::vec3 position { 0.0f, 0.0f, 3.0f };
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glm::vec3 front { 0.0f, 0.0f, -1.0f };
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glm::vec3 up { 0.0f, 1.0f, 0.0f };
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glm::vec3 down = { 0.0f, -1.0f, 0.0f };
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glm::mat4 view { 1.0f };
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void process_mouse(double x, double y);
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void movement(float delta_time, CameraMovement movement);
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const glm::mat4 compute_view(void);
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};
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31
src/common.cpp
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31
src/common.cpp
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@ -0,0 +1,31 @@
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#include "common.hpp"
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#include <cstdlib>
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#include <cstdio>
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#include <cerrno>
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Errno read_entire_file(FILE *f, char **out_data)
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{
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long saved = ftell(f);
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if (saved < 0) return errno;
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if (fseek(f, 0, SEEK_END) < 0) return errno;
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long size = ftell(f);
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if (size < 0) return errno;
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if (fseek(f, saved, SEEK_SET) < 0) return errno;
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char *data = (char*)malloc(size + 1);
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if (!data) {
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return errno;
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}
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fread(data, 1, size, f);
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if (ferror(f)) {
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free(data);
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return errno;
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}
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data[size] = 0;
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*out_data = data;
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return 0;
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}
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8
src/common.hpp
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8
src/common.hpp
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#pragma once
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#include <cstdio>
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typedef int Errno;
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Errno read_entire_file(FILE *f, char **out_data);
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141
src/main.cpp
141
src/main.cpp
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#include <cstdio>
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#include <iostream>
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#include <functional>
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#include "camera.hpp"
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#include "shader.hpp"
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#include "vendor/glad/glad.h"
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#include "vendor/glm/glm/ext/matrix_transform.hpp"
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#define GLFW_INCLUDE_NONE
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@ -19,63 +21,6 @@
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std::function<void(int width, int height)> framebuffer_size_callback = nullptr;
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std::function<void(double x, double y)> cursor_position_callback = nullptr;
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unsigned int create_shader(unsigned int type, const char **source)
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{
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unsigned int shader = glCreateShader(type);
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if (!shader) {
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printf("err: create_shader: glCreateShader returned 0\n");
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return 0;
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}
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glShaderSource(shader, 1, source, NULL);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char log[512];
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glGetShaderInfoLog(shader, 512, NULL, log);
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printf("err: create_shader: compilation failed, log: %s\n", log);
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return 0;
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}
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return shader;
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}
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unsigned int create_program(const char *vertex_shader_source, const char *fragment_shader_source)
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{
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unsigned int program = glCreateProgram();
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if (!program) {
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printf("err: create_program: glCreateProgram returned 0\n");
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return 0;
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}
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unsigned int vertex_shader = create_shader(GL_VERTEX_SHADER, &vertex_shader_source);
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if (!vertex_shader) {
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printf("err: create_program: create_shader failed returned 0 (vertex_shader)\n");
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return 0;
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}
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unsigned int fragment_shader = create_shader(GL_FRAGMENT_SHADER, &fragment_shader_source);
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if (!fragment_shader) {
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printf("err: create_program: create_shader failed returned 0 (fragment_shader)\n");
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return 0;
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}
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char log[512];
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glGetProgramInfoLog(program, 512, NULL, log);
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printf("err: create_program: link failed, log: %s\n", log);
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return 0;
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}
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return program;
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}
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int main()
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{
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qoi_desc fish_desc;
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@ -158,31 +103,7 @@ int main()
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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static const char *vertex_shader_source = ""
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTexCoord;\n"
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"out vec2 TexCoord;\n"
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"uniform mat4 model;\n"
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"uniform mat4 view;\n"
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"uniform mat4 projection;\n"
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"void main()\n"
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"{\n"
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" gl_Position = projection * view * model * vec4(aPos, 1.0);\n"
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" TexCoord = aTexCoord;\n"
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"}\0";
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static const char *fragment_shader_source = ""
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"#version 330 core\n"
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"in vec2 TexCoord;\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" FragColor = texture(tex, TexCoord);\n"
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"}\0";
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unsigned int program = create_program(vertex_shader_source, fragment_shader_source);
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unsigned int program = create_program("shaders/vertex.glsl", "shaders/fragment.glsl");
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unsigned int texture;
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glGenTextures(1, &texture);
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glEnableVertexAttribArray(1);
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glm::mat4 projection = glm::mat4(1.0f);
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glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 3.0f);
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glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 camera_down = glm::vec3(0.0f, -1.0f, 0.0f);
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double camera_pitch = 0.0f;
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double camera_yaw = 0.0f;
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double last_mouse_x, last_mouse_y = 0.0f;
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bool mouse_moved_once = false;
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Camera camera;
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framebuffer_size_callback = [&projection, program](int width, int height) {
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projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
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@ -225,32 +137,8 @@ int main()
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glViewport(0, 0, width, height);
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};
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cursor_position_callback = [&mouse_moved_once, &last_mouse_x, &last_mouse_y, &camera_pitch, &camera_yaw, &camera_front](double x, double y) {
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if (!mouse_moved_once) {
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mouse_moved_once = true;
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last_mouse_x = x;
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last_mouse_y = y;
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}
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double x_offset = (x - last_mouse_x) * 0.15;
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double y_offset = (last_mouse_y - y) * 0.15;
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camera_yaw += x_offset;
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camera_pitch += y_offset;
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if (camera_pitch > 89.0f)
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camera_pitch = 89.0f;
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if (camera_pitch < -89.0f)
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camera_pitch = -89.0f;
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double pitch_factor = cos(glm::radians(camera_pitch));
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camera_front = (glm::vec3){
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cos(glm::radians(camera_yaw)) * pitch_factor,
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sin(glm::radians(camera_pitch)),
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sin(glm::radians(camera_yaw)) * pitch_factor
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};
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last_mouse_x = x;
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last_mouse_y = y;
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cursor_position_callback = [&camera](double x, double y) {
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camera.process_mouse(x, y);
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};
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float delta_time = 0.0f;
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@ -261,33 +149,30 @@ int main()
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delta_time = current_frame_time - last_frame_time;
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last_frame_time = current_frame_time;
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const float camera_speed = 2.0f * delta_time; // adjust accordingly
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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camera_position += camera_speed * camera_front;
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camera.movement(delta_time, Camera::MovementForward);
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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camera_position -= camera_speed * camera_front;
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camera.movement(delta_time, Camera::MovementBack);
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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camera_position -= glm::normalize(glm::cross(camera_front, camera_up)) * camera_speed;
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camera.movement(delta_time, Camera::MovementLeft);
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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camera_position += glm::normalize(glm::cross(camera_front, camera_up)) * camera_speed;
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camera.movement(delta_time, Camera::MovementRight);
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}
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
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camera_position += camera_speed * camera_up;
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camera.movement(delta_time, Camera::MovementUp);
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}
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
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camera_position += camera_speed * camera_down;
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camera.movement(delta_time, Camera::MovementDown);
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}
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glClearColor(0.5, 0.5, 0.5, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 view = glm::lookAt(camera_position, camera_position + camera_front, camera_up);
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glUseProgram(program);
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glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, glm::value_ptr(camera.view));
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(vertex_array);
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105
src/shader.cpp
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105
src/shader.cpp
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#include "shader.hpp"
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#include "common.hpp"
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#include "vendor/glad/glad.h"
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#include <cstdio>
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#include <cstring>
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#include <cerrno>
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#include <cstdlib>
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unsigned int create_shader(unsigned int type, const char **source)
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{
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unsigned int shader = glCreateShader(type);
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if (!shader) {
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printf("err: create_shader: glCreateShader returned 0\n");
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return 0;
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}
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glShaderSource(shader, 1, source, NULL);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char log[512];
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glGetShaderInfoLog(shader, 512, NULL, log);
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printf("err: create_shader: compilation failed, log: %s\n", log);
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return 0;
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}
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return shader;
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}
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unsigned int create_program_source(const char *vertex_shader_source, const char *fragment_shader_source)
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{
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unsigned int program = glCreateProgram();
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if (!program) {
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printf("err: create_program: glCreateProgram returned 0\n");
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return 0;
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}
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unsigned int vertex_shader = create_shader(GL_VERTEX_SHADER, &vertex_shader_source);
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if (!vertex_shader) {
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printf("err: create_program: create_shader failed returned 0 (vertex_shader)\n");
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return 0;
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}
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unsigned int fragment_shader = create_shader(GL_FRAGMENT_SHADER, &fragment_shader_source);
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if (!fragment_shader) {
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printf("err: create_program: create_shader failed returned 0 (fragment_shader)\n");
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return 0;
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}
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char log[512];
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glGetProgramInfoLog(program, 512, NULL, log);
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printf("err: create_program: link failed, log: %s\n", log);
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return 0;
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}
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return program;
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}
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unsigned int create_program(const char *vertex_shader_path, const char *fragment_shader_path)
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{
|
||||
FILE *vertex_shader_file, *fragment_shader_file = NULL;
|
||||
char *vertex_shader_source = NULL;
|
||||
char *fragment_shader_source = NULL;
|
||||
Errno err = 0;
|
||||
unsigned int ret = 0;
|
||||
|
||||
vertex_shader_file = fopen(vertex_shader_path, "r");
|
||||
if (!vertex_shader_file) {
|
||||
fprintf(stderr, "create_program: failed to open vertex shader file (%s): %s\n", vertex_shader_path, strerror(errno));
|
||||
goto done;
|
||||
}
|
||||
err = read_entire_file(vertex_shader_file, &vertex_shader_source);
|
||||
if (err) {
|
||||
fprintf(stderr, "create_program: failed to read vertex shader file (%s): %s\n", vertex_shader_path, strerror(err));
|
||||
goto done;
|
||||
}
|
||||
|
||||
fragment_shader_file = fopen(fragment_shader_path, "r");
|
||||
if (!fragment_shader_file) {
|
||||
fprintf(stderr, "create_program: failed to open fragment shader file (%s): %s\n", fragment_shader_path, strerror(errno));
|
||||
goto done;
|
||||
}
|
||||
err = read_entire_file(fragment_shader_file, &fragment_shader_source);
|
||||
if (err) {
|
||||
fprintf(stderr, "create_program: failed to read fragment shader file (%s): %s\n", fragment_shader_path, strerror(err));
|
||||
goto done;
|
||||
}
|
||||
|
||||
ret = create_program_source(vertex_shader_source, fragment_shader_source);
|
||||
|
||||
done:
|
||||
if (vertex_shader_file) fclose(vertex_shader_file);
|
||||
if (fragment_shader_file) fclose(fragment_shader_file);
|
||||
if (vertex_shader_source) free(vertex_shader_source);
|
||||
if (fragment_shader_source) free(fragment_shader_source);
|
||||
return ret;
|
||||
}
|
4
src/shader.hpp
Normal file
4
src/shader.hpp
Normal file
|
@ -0,0 +1,4 @@
|
|||
#pragma once
|
||||
|
||||
|
||||
unsigned int create_program(const char *vertex_shader_path, const char *fragment_shader_path);
|
Loading…
Reference in a new issue