Vao and code cleanup
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@@ -1,2 +1,5 @@
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Main.cpp
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LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
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LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
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glew32s.lib(glew.obj) : warning LNK4099: PDB 'vc120.pdb' was not found with 'glew32s.lib(glew.obj)' or at 'C:\dev\Glfw_Practice\c++\Window_practice\Debug\vc120.pdb'; linking object as if no debug info
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Window_practice.vcxproj -> C:\dev\Glfw_Practice\c++\Window_practice\Debug\Window_practice.exe
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@@ -6,15 +6,18 @@
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#include <string>
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#include <sstream>
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//Macros
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#define ASSERT(x) if(!(x)) __debugbreak();
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#define GLCall(x) GLClearError();\
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x;\
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ASSERT(GLLogCall(#x, __FILE__, __LINE__))
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//Clearing OpenGl error list
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static void GLClearError() {
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while (glGetError() != GL_NO_ERROR);
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}
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//OpenGl logging
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static bool GLLogCall(const char* function, const char* file, int line) {
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while (GLenum error = glGetError()) {
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std::cout << "[OpenGL Error] (" << error << "): "
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@@ -30,6 +33,7 @@ struct ShaderProgramSource {
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std::string FragmentSource;
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};
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//For reading in the shader from file
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static ShaderProgramSource ParseShader(const std::string& filepath) {
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std::ifstream stream(filepath);
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@@ -60,6 +64,7 @@ static ShaderProgramSource ParseShader(const std::string& filepath) {
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return { ss[0].str(), ss[1].str() };
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}
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//Shader compiler
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static unsigned int CompileShader(unsigned int type, const std::string& source) {
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unsigned int id = glCreateShader(type);
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const char* src = source.c_str();
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@@ -93,13 +98,12 @@ static unsigned int CreateShader(const std::string& vertexShader, const std::str
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unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
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unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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glValidateProgram(program);
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glDeleteShader(vs);
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glDeleteShader(fs);
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GLCall(glAttachShader(program, vs));
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GLCall(glAttachShader(program, fs));
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GLCall(glLinkProgram(program));
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GLCall(glValidateProgram(program));
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GLCall(glDeleteShader(vs));
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GLCall(glDeleteShader(fs));
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return program;
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}
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@@ -111,6 +115,11 @@ int main(void){
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return -1;
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}
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//OpenGL version and profile
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//Main window creation
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GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGl practice", NULL, NULL);
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if (!window){
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@@ -120,7 +129,6 @@ int main(void){
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); //v-sync
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//GLEW init
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@@ -145,11 +153,16 @@ int main(void){
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2, 3, 0
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};
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//creating vertex array object and bindig it
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unsigned int vao;
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GLCall(glGenVertexArrays(1, &vao));
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GLCall(glBindVertexArray(vao));
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//Vertex buffer(s)
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unsigned int buffer;
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GLCall(glGenBuffers(1, &buffer)); //number of buffer to generate
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GLCall(glBindBuffer(GL_ARRAY_BUFFER, buffer)); //binding the buffer
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GLCall(glBufferData(GL_ARRAY_BUFFER, 6 * 2 * sizeof(float), positions, GL_STATIC_DRAW));
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GLCall(glBufferData(GL_ARRAY_BUFFER, 4 * 2 * sizeof(float), positions, GL_STATIC_DRAW));
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GLCall(glEnableVertexAttribArray(0));
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GLCall(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0));
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@@ -160,30 +173,44 @@ int main(void){
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GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo)); //binding the buffer
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GLCall(glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indecies, GL_STATIC_DRAW));
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//Shader to console
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ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
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std::cout << "VERTEX" << std::endl;
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std::cout << source.VertexSource << std::endl;
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std::cout << "FRAGMENT" << std::endl;
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std::cout << source.FragmentSource << std::endl;
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//Creating the shader
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unsigned int shader = CreateShader(source.VertexSource, source.FragmentSource);
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glUseProgram(shader);
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//Shader Uniform
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//need to bound a shader before this
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GLCall(int location = glGetUniformLocation(shader, "u_Color")); //finding u_Color location
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ASSERT(location != -1);
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GLCall(glUniform4f(location, 0.8f, 0.3f, 0.8f, 1.0f));
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GLCall(glBindBuffer(GL_ARRAY_BUFFER, 0)); //unbinding the buffer
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//unbinding the buffers
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GLCall(glBindVertexArray(0));
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GLCall(glUseProgram(0));
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GLCall(glBindBuffer(GL_ARRAY_BUFFER, 0));
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GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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//for animation
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float r = 0.0f;
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float increment = 0.05f;
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//Main loop
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while (!glfwWindowShouldClose(window)){
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/* Render here */
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GLCall(glClear(GL_COLOR_BUFFER_BIT));
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GLCall(glUseProgram(shader));
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GLCall(glUniform4f(location, r, 0.3f, 0.8f, 1.0f));
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GLCall(glBindVertexArray(vao));
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GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo));
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GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr));
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if (r > 1.0f)
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