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//
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// Created by olivier on 5/3/22.
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//
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#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "src/Shader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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int main() {
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// Initialize GLFW
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glfwInit();
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// Set window hints
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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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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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//Create the window
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GLFWwindow *window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr);
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if(window == nullptr) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// Setup GLAD
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if(!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Setup viewport
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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//// Setup geometry
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float vertices[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f,0.0f, 0.0f, 1.0f, // bottom left
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-0.5f, 0.5f, 0.0f,1.0f, 0.0f, 0.0f // top left
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};
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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unsigned int VBO, VAO, EBO;
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//generate buffers
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glGenBuffers(1, &VBO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &EBO);
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//Bind buffers
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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//copy data to buffers
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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//SetVertexAttribPointer
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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//Create shaders
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Shader ourShader("src/shaders/shader.vert", "src/shaders/shader.frag");
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ourShader.use();
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// Render loop
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while(!glfwWindowShouldClose(window)) {
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// Render
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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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ourShader.use();
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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// Swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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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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