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- #include <iostream>
- #include <fstream>
- #include <streambuf>
- #include <string>
- #include <glad/glad.h>
- #include <GLFW/glfw3.h>
- using namespace std;
- void framebuffer_size_callback(GLFWwindow* window, int width, int height)
- {
- glViewport(0, 0, width, height);
- }
- int main()
- {
- glfwInit();
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- GLFWwindow* window = glfwCreateWindow(800, 600, "Hello", nullptr, nullptr);
- if(window == nullptr) {
- cout << "Failed to create GLFW window" << endl;
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
- {
- std::cout << "Failed to initialize GLAD" << std::endl;
- return -1;
- }
- glViewport(0, 0, 800, 600);
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
- float vertices[] = {
- // positions // texture coords
- 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, // top right
- 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom right
- -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, // bottom left
- -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top left
- };
- unsigned int indices[] = {
- 0, 1, 3,
- 1, 2, 3
- };
- unsigned int EBO;
- glGenBuffers(1, &EBO);
- unsigned int VBO;
- glGenBuffers(1, &VBO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- cout << "HELLOO" << endl;
- ifstream vertexShader("shaders/vertex.glsl");
- std::string str((std::istreambuf_iterator<char>(vertexShader)),
- std::istreambuf_iterator<char>());
- const char* vsData = str.c_str();
- unsigned int vs = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vs, 1, &vsData, nullptr);
- glCompileShader(vs);
- { int success;
- char infoLog[512];
- glGetShaderiv(vs, GL_COMPILE_STATUS, &success);
- if(!success)
- {
- glGetShaderInfoLog(vs, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
- }}
- cout << "HELLOO" << endl;
- ifstream fragShader("shaders/frag.glsl");
- std::string fragmentShaderSource((std::istreambuf_iterator<char>(fragShader)),
- std::istreambuf_iterator<char>());
- const char* fsData = fragmentShaderSource.c_str();
- unsigned int fragmentShader;
- fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentShader, 1, &fsData, NULL);
- glCompileShader(fragmentShader);
- unsigned int shaderProgram;
- shaderProgram = glCreateProgram();
- glAttachShader(shaderProgram, vs);
- glAttachShader(shaderProgram, fragmentShader);
- glLinkProgram(shaderProgram);
- glUseProgram(shaderProgram);
- glDeleteShader(vs);
- glDeleteShader(fragmentShader);
- unsigned int VAO;
- glGenVertexArrays(1, &VAO);
- glBindVertexArray(VAO);
- // 2. copy our vertices array in a buffer for OpenGL to use
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- // 3. then set our vertex attributes pointers
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
- glEnableVertexAttribArray(1);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
- cout << "HELLOO" << endl;
- int tex_w = 512, tex_h = 512;
- GLuint tex_output;
- glGenTextures(1, &tex_output);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, tex_output);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_w, tex_h, 0, GL_RGBA, GL_FLOAT,
- nullptr);
- glBindImageTexture(0, tex_output, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
- }
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