Main: implement basic 'Hello Triangle' example
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c9be7756eb
commit
96bec2f189
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@ -1,7 +1,14 @@
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cmake_minimum_required(VERSION 3.25)
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project(ssts C)
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add_executable(${PROJECT_NAME} main.c)
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set(SOURCE_FILES main.c)
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set(HEADER_FILES )
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set(SHADER_FILES shader.vert shader.frag)
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foreach(SHADER IN LISTS SHADER_FILES)
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configure_file(${SHADER} ${CMAKE_CURRENT_BINARY_DIR} COPYONLY)
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endforeach()
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add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES} ${SHADER_FILES})
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# We need a CMAKE_DIR with some code to find external dependencies
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
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@ -9,7 +16,8 @@ set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
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find_package(OpenGL REQUIRED)
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find_package(GLUT REQUIRED)
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find_package(GLEW REQUIRED)
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find_package(assimp REQUIRED)
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include_directories(${PROJECT_NAME} ${OPENGL_INCLUDE_DIRS} ${GLUT_INCLUDE_DIRS} ${GLEW_INCLUDE_DIRS})
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include_directories(${PROJECT_NAME} ${OPENGL_INCLUDE_DIRS} ${GLUT_INCLUDE_DIRS} ${GLEW_INCLUDE_DIRS} ${ASSIMP_INCLUDE_DIRS})
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target_link_libraries(${PROJECT_NAME} ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${GLEW_LIBRARIES})
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target_link_libraries(${PROJECT_NAME} ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${GLEW_LIBRARIES} ${ASSIMP_LIBRARIES})
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166
main.c
166
main.c
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@ -2,17 +2,175 @@
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#include <GL/glew.h>
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#include <GL/freeglut.h>
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int main(int argc, char **argv) {
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unsigned int vao;
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unsigned int vbo;
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unsigned int shader_program;
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unsigned int vertex_shader;
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unsigned int fragment_shader;
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const char *vertex_shader_location = "./shader.vert";
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const char *fragment_shader_location = "./shader.frag";
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float vertices[] = {
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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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int load_shader(const char *path, unsigned int shader) {
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FILE *fp = fopen(path, "r");
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int len = 0;
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char *ftext;
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if (fp == NULL) {
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fprintf(stderr, "Error: Cannot open file '%s'\n", path);
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return -1;
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}
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fseek(fp, 0L, SEEK_END);
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len = ftell(fp);
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if (len == -1) {
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fprintf(stderr, "Error: Cannot fetch length of file '%s'\n", path);
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return -1;
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}
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fseek(fp, 0L, SEEK_SET);
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ftext = (char *) malloc(len);
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if (ftext == NULL) {
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fprintf(stderr, "Error: Cannot allocate enough memory for file's contents '%s'\n", path);
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return -1;
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}
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fread(ftext, sizeof(char), len, fp);
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fclose(fp);
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glShaderSource(shader, 1, (const char **) &ftext, &len);
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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 != GL_TRUE) {
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int log_length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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char log[log_length];
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glGetShaderInfoLog(shader, log_length, NULL, log);
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fprintf(stderr, "Shader Compilation Error: %s\n", log);
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return -1;
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}
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// RUD
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free(ftext);
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return 0;
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}
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int setup() {
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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if (load_shader(vertex_shader_location, vertex_shader) == -1) {
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return -1;
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}
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if (load_shader(fragment_shader_location, fragment_shader) == -1) {
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return -1;
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}
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shader_program = glCreateProgram();
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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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int success;
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glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
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if (success != GL_TRUE) {
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int log_length;
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glGetProgramiv(shader_program, GL_INFO_LOG_LENGTH, &log_length);
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char log[log_length];
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glGetProgramInfoLog(shader_program, log_length, NULL, log);
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fprintf(stderr, "Shader Compilation Error: %s\n", log);
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return -1;
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}
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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// RUD
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return 0;
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}
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int post_setup() {
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glBindVertexArray(vao);
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void keyboard(unsigned char key, int x, int y) {
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switch (key) {
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case '\x1B':
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{
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exit(EXIT_SUCCESS);
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break;
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}
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}
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}
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void display() {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader_program);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glutSwapBuffers();
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}
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int main(int argc, char **argv) {
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glutInit(&argc, argv);
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glutCreateWindow("Simple Space Time Simulator");
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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return EXIT_FAILURE;
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}
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fprintf(stdout, "Status: using with GLEW %s\n", glewGetString(GLEW_VERSION));
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glutKeyboardFunc(&keyboard);
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glutDisplayFunc(&display);
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if (setup() == -1) {
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fprintf(stderr, "Error: Failed to setup\n");
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return -1;
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}
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fprintf(stdout, "Status: using GLEW %s\n", glewGetString(GLEW_VERSION));
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return 0;
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if (post_setup() == -1) {
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fprintf(stderr, "Error: Failed to post-setup\n");
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return -1;
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}
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glutMainLoop();
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return EXIT_SUCCESS;
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}
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6
shader.frag
Normal file
6
shader.frag
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#version 330 core
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out vec4 FragColor;
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void main() {
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FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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6
shader.vert
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6
shader.vert
Normal file
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@ -0,0 +1,6 @@
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#version 330 core
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layout (location = 0) in vec3 pos;
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void main() {
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gl_Position = vec4(pos.x, pos.y, pos.z, 1.0f);
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}
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