draw with OpenGL3 using a shader
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7ee6efe574
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6
box.f.glsl
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6
box.f.glsl
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@ -0,0 +1,6 @@
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uniform vec4 color;
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void main(void)
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{
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gl_FragColor = color;
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}
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9
box.v.glsl
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9
box.v.glsl
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@ -0,0 +1,9 @@
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uniform float size;
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uniform vec2 position;
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attribute vec2 coord;
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void main(void)
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{
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gl_Position = vec4(position + size * coord, 0, 1);
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}
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@ -1,41 +1,78 @@
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#include <SDL.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glcxx.hpp"
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#include "GL3/gl3w.h"
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#include <iostream>
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#include <stdio.h>
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#define WIDTH 500
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#define HEIGHT 500
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using namespace std;
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void init(void)
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#define WIDTH 800
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#define HEIGHT 800
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std::shared_ptr<glcxx::Program> program;
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std::shared_ptr<glcxx::Buffer> box_buffer;
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std::shared_ptr<glcxx::Array> box_array;
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static struct
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{
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GLint size;
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GLint color;
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GLint position;
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} uniforms;
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int color = 0;
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GLfloat size = 0.2;
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GLfloat position[2] = {0.0, 0.0};
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GLfloat colors[][4] = {
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{1.0, 0.7, 0.0, 1.0},
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{0.0, 0.5, 1.0, 1.0},
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{1.0, 1.0, 0.0, 1.0},
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{0.2, 0.2, 1.0, 1.0},
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};
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bool init(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_FLAT);
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glViewport(0, 0, WIDTH, HEIGHT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-0.5, WIDTH - 0.5, -0.5, HEIGHT - 0.5, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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try
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{
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program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "box.v.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "box.f.glsl"),
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"coord", 0);
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uniforms.size = program->get_uniform_location("size");
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uniforms.color = program->get_uniform_location("color");
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uniforms.position = program->get_uniform_location("position");
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box_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{-1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0});
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box_array = glcxx::Array::create();
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box_array->bind();
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box_buffer->bind();
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(GLfloat), NULL);
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}
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catch (glcxx::Error & e)
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{
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cerr << "glcxx error: " << e.what() << endl;
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return false;
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}
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return true;
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}
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor3f(1, 1, 1);
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glBegin(GL_QUADS);
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glVertex3f(10, HEIGHT / 2, 0.0);
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glVertex3f(10, 3 * HEIGHT / 4, 0.0);
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glVertex3f(WIDTH / 2, 3 * HEIGHT / 4, 0.0);
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glVertex3f(WIDTH / 2, HEIGHT / 2, 0.0);
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glEnd();
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glColor3f(1, 0.6, 0);
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glBegin(GL_LINE_LOOP);
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glVertex2f(0, 0);
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glVertex2f(WIDTH - 1, 0);
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glVertex2f(WIDTH - 1, HEIGHT - 1);
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glVertex2f(0, HEIGHT - 1);
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glEnd();
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program->use();
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box_array->bind();
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glUniform4fv(uniforms.color, 1, colors[color]);
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glUniform2fv(uniforms.position, 1, position);
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glUniform1f(uniforms.size, size);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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SDL_GL_SwapWindow(window);
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}
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@ -62,9 +99,25 @@ int main(int argc, char *argv[])
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return 2;
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}
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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(void)SDL_GL_CreateContext(window);
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if (gl3wInit())
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{
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cerr << "Failed to initialize GL3W" << endl;
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return 2;
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}
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if (!gl3wIsSupported(3, 0))
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{
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cerr << "OpenGL 3.0 is not supported!" << endl;
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return 2;
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}
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if (!init())
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{
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return 2;
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}
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init();
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display(window);
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SDL_Event event;
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while (SDL_WaitEvent(&event))
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