Draw first triangle
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5ba599981f
commit
16783dc090
134
src/main.cc
134
src/main.cc
@ -6,6 +6,8 @@
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#include <cstdint>
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#include <cstdio>
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#include <stdbool.h>
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#include <string>
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#include <vector>
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#define WINDOW_WIDTH 1280
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#define WINDOW_HEIGHT 720
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@ -22,11 +24,29 @@ struct App {
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SDL_Window *window;
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SDL_GLContext context;
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SDL_Event event;
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// Defines the different attributes in the vertex data and how to access them.
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// Think of it as a specification or a C struct that defines the types of data stored for each
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// vertex.
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GLuint vao;
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// The buffer that contains all the vertex data
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// e.g. assume 3 vertices with position, colour and uv
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// -----------------------------------------------------------------------------------
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// | position1 | colour1 | uv1 | position2 | colour2 | uv2 | position3 | colour3 | uv3 |
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// -----------------------------------------------------------------------------------
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GLuint vbo;
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GLuint shader_program;
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};
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int init (App &app);
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void run_main_loop(App &app);
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void cleanup (App &app);
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int init (App &app);
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void create_vertex_spec (App &app);
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void create_graphics_pipeline(App &app);
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void run_main_loop (App &app);
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void cleanup (App &app);
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GLuint create_shader_program (const std::string &vertex_shader_source, const std::string &fragment_shader_source);
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GLuint compile_shader (GLuint type, const std::string &source);
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int main() {
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App app = {};
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@ -35,6 +55,10 @@ int main() {
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return result;
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}
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create_vertex_spec(app);
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create_graphics_pipeline(app);
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run_main_loop(app);
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cleanup(app);
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@ -49,7 +73,7 @@ int init(App &app) {
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}
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uint32_t flags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI;
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app.window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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app.window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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WINDOW_WIDTH, WINDOW_HEIGHT, flags);
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if (!app.window) {
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fprintf(stderr, "Failed to create window: %s", SDL_GetError());
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@ -84,6 +108,57 @@ int init(App &app) {
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return EXIT_CODE_SUCCESS;
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}
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void create_vertex_spec(App &app) {
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const std::vector<GLfloat> vertices = {
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-0.8f, -0.8f, 0.0f,
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0.8f, -0.8f, 0.0f,
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0.0f, 0.8f, 0.0f,
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};
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glGenVertexArrays(1, &app.vao);
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glBindVertexArray(app.vao);
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glGenBuffers(1, &app.vbo);
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glBindBuffer(GL_ARRAY_BUFFER, app.vbo);
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glBufferData(GL_ARRAY_BUFFER,
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vertices.size() * sizeof(GLfloat),
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(void *)vertices.data(),
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GL_STATIC_DRAW
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);
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// Defines the vertex attributes and their indices. This defines the attribute for the currently
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// bound VAO
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glEnableVertexAttribArray(0);
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// Defines the number of components for the attribute, its type, the stride between the component
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// for each vertex and the offset of the first instance of the component in the buffer
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
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// Cleanup. The order matters. Unbind VAO first then disable the attributes. If you do it the
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// other way around, the VAO will store that the attributes are disabled and nothing will be
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// drawn during the rendering stage
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisableVertexAttribArray(0);
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}
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void create_graphics_pipeline(App &app) {
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const std::string vs_source =
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"#version 460 core\n"
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"in vec4 position;\n"
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"void main() {\n"
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" gl_Position = vec4(position.x, position.y, position.z, position.w);\n"
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"}";
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const std::string fs_source =
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"#version 460 core\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = vec4(0.93f, 0.42f, 0.35f, 1.0f);\n"
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"}";
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app.shader_program = create_shader_program(vs_source, fs_source);
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}
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void run_main_loop(App &app) {
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bool running = true;
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@ -96,6 +171,23 @@ void run_main_loop(App &app) {
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}
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}
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// Pre draw setup
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glViewport (0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glClearColor(0.36f, 0.34f, 0.42f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glUseProgram(app.shader_program);
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// End pre draw setup
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// Draw call
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glBindVertexArray(app.vao);
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glBindBuffer(GL_ARRAY_BUFFER, app.vbo); // Is this actually needed?
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// End draw call
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SDL_GL_SwapWindow(app.window);
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}
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}
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@ -105,3 +197,37 @@ void cleanup(App &app) {
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SDL_DestroyWindow(app.window);
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SDL_Quit();
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}
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GLuint create_shader_program(const std::string &vertex_shader_source, const std::string &fragment_shader_source) {
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GLuint shader_program = glCreateProgram();
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GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_source);
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GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram (shader_program);
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// Validate the shader_program
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glValidateProgram(shader_program);
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return shader_program;
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}
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GLuint compile_shader(GLuint type, const std::string &source) {
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GLuint shader = glCreateShader(type);
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const char *shader_source = source.c_str();
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glShaderSource (shader, 1, &shader_source, NULL);
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glCompileShader(shader);
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GLint compile_status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
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if (compile_status != GL_TRUE) {
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GLsizei log_length = 0;
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GLchar message[1024];
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glGetShaderInfoLog(shader, 1024, &log_length, message);
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fprintf(stderr, "%s\n", message);
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}
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return shader;
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}
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