TestTriangle works
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@@ -126,79 +126,95 @@ void TestTriangle::onLoad() {
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//////////////////////gl
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std::cout << "glfw setup" << std::endl;
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vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertexShaderSource, NULL);
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glCompileShader(vs);
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glGetShaderiv(vs, GL_COMPILE_STATUS, &success);
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if(!success) {
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std::cout << "shader linking failed!" << std::endl;
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if(glewInit() != GLEW_OK) {
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std::cout << "glew is not ok!" << std::endl;
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std::abort();
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};
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}
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///////////////////////////////NUCLEAR
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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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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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fragShaderSource, NULL);
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glCompileShader(fs);
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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glGetShaderiv(fs, GL_COMPILE_STATUS, &success);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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if(!success) {
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std::cout << "shader linking failed!" << std::endl;
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std::abort();
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};
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program = glCreateProgram();
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if(!success) {
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std::cout << "shader linking failed!" << std::endl;
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std::abort();
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};
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std::cout << "shader program complete" << std::endl;
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glDeleteShader(vs);
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glDeleteShader(fs);
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std::cout << "shaders destroyed" << std::endl;
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glGenBuffers(1, &vbo);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, 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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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std::cout << "load success" << std::endl;
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// uncomment this call to draw in wireframe polygons.
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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void TestTriangle::run() {
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std::cout << "run" << std::endl;
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glClearColor(0.2, 0.2, 0.4, 1);
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// render
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// ------
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glClearColor(0.2f, 0.2f, 0.4f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(this->program);
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glBindVertexArray(this->vao);
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// 3. now draw the object
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int f = 0, c = 3;
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glMultiDrawArrays(GL_TRIANGLES, &f, &c, 1);
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//glBindVertexArray(0);
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// draw our first triangle
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(w);
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glfwPollEvents();
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}
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@@ -29,30 +29,27 @@ class TestTriangle : public Archimedes::Module {
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Archimedes::WindowData data;
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float vertices[3 * 3] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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unsigned int vao, vbo, vs, fs, program;
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int success;
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const char *vertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main() {\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0";
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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unsigned int shaderProgram;
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unsigned int VBO, VAO;
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float vertices[9] = {
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // top
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};
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};
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#ifdef TESTTRIANGLE_DYNAMIC
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