triangle
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@ -1,7 +1,7 @@
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project(minecraft-clone C)
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cmake_minimum_required(VERSION 3.9)
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set( CMAKE_EXPORT_COMPILE_COMMANDS ON )
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include_directories(lib/glad/include lib/advanced_C_standard_liberary/include)
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include_directories(lib/glad/include lib/advanced_C_standard_liberary/include include)
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file(GLOB SOURCES "src/*.c" "lib/*/src/*.c")
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find_program(CCACHE_PROGRAM ccache)
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add_executable(test.out ${SOURCES})
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@ -4,5 +4,6 @@
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#include <GLFW/glfw3.h>
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void glfwError(int id, const char *description);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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unsigned int parseShader(const char *filePath);
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unsigned int parseShader(const char *filePath, const GLenum shaderType);
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unsigned int linkShader(unsigned int vertexShader, unsigned int fragmentShader);
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#endif
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7
shader/test.frag
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7
shader/test.frag
Normal file
@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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}
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7
shader/test.vert
Normal file
7
shader/test.vert
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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81
src/main.c
81
src/main.c
@ -4,6 +4,7 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "main.h"
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#include <acl/file.h>
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int main() {
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if(!glfwInit()) {
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@ -36,13 +37,27 @@ int main() {
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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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// parse shader
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unsigned int vertexShader = parseShader("shader/test.vert", GL_VERTEX_SHADER);
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unsigned int fragmentShader = parseShader("shader/test.frag", GL_FRAGMENT_SHADER);
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unsigned int shaderProgram = linkShader(vertexShader, fragmentShader);
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glUseProgram(shaderProgram);
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &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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unsigned int VAO;
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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@ -56,28 +71,44 @@ void glfwError(int id, const char* description) {
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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unsigned int parseShader(const char *filePath) {
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FILE *fp = fopen(filePath, "rb");
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size_t lSize;
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char *buffer;
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if(!fp) {
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perror(filePath);
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unsigned int parseShader(const char *filePath, const GLenum shaderType) {
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bool success;
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unsigned int ShaderId;
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char *ShaderSrc = acl_ReadTextFile(filePath, &success);
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if(!success) {
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printf("Failed to read Shader: %s", filePath);
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glfwTerminate();
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exit(-1);
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}
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fseek(fp, 0L, SEEK_END);
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lSize = ftell(fp);
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rewind(fp);
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buffer = malloc(lSize + 1);
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if(!buffer) {
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fclose(fp);
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printf("out of memory");
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exit(1);
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ShaderId = glCreateShader(shaderType);
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const char *tmpShaderSrc = ShaderSrc;
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glShaderSource(ShaderId, 1, &tmpShaderSrc, NULL);
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glCompileShader(ShaderId);
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free(ShaderSrc);
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int compileSuccess;
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glGetShaderiv(ShaderId, GL_COMPILE_STATUS, &compileSuccess);
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if(!compileSuccess) {
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char infoLog[512];
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glGetShaderInfoLog(ShaderId, 512, NULL, infoLog);
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printf("Failed to compile Shader: %s Error: %s", filePath, infoLog);
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}
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size_t readReturn = fread(buffer, lSize, 1, fp);
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fclose(fp);
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if(readReturn != 1) {
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printf("Can't read Shader");
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exit(1);
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}
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printf("%s", buffer);
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return 0;
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return ShaderId;
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}
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unsigned int linkShader(unsigned int vertexShader, unsigned int fragmentShader) {
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unsigned int 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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int success;
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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char infoLog[512];
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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printf("Failed to link Shader. Error: %s", infoLog);
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glfwTerminate();
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exit(-1);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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