Created Vertex and Fragment Shader
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@@ -2,6 +2,50 @@
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#include <GLFW/glfw3.h>
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#include <iostream>
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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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glShaderSource(id, 1, &src, nullptr);
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glCompileShader(id);
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//Error handling
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int result;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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int length;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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char* message = (char*)_malloca(length * sizeof(char)); //_malloca is more secure than alloca
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glGetShaderInfoLog(id, length, &length, message);
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std::cout << "Failed to compile " <<
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(type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader" << std::endl;
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std::cout << message << std::endl;
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glDeleteShader(id);
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return 0;
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}
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return id;
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}
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static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader) {
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unsigned int program = glCreateProgram();
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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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return program;
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}
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int main(void){
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// GLFW init
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if (!glfwInit()) {
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@@ -45,6 +89,28 @@ int main(void){
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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std::string vertexShader =
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"#version 330 core\n"
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"\n"
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"layout(location = 0) in vec4 position;\n"
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"\n"
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"void main(){\n"
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" gl_Position = position;\n"
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"}\n";
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std::string fragmentShader =
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"#version 330 core\n"
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"\n"
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"layout(location = 0) out vec4 color;\n"
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"\n"
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"void main(){\n"
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" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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unsigned int shader = CreateShader(vertexShader, fragmentShader);
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glUseProgram(shader);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbinding the buffer
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//Main loop
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@@ -61,6 +127,8 @@ int main(void){
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glfwPollEvents();
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}
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glDeleteProgram(shader);
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glfwTerminate();
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return 0;
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}
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