learn opengl
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6
build.sh
6
build.sh
@ -2,8 +2,8 @@
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set -xe
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CFLAGS="-Wall -Wextra $(pkg-config --cflags sdl2 glew)"
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LIBS="$(pkg-config --libs sdl2 glew)"
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CFLAGS="-g -Wall -Wextra $(pkg-config --cflags sdl2 glew)"
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LIBS="$(pkg-config --libs sdl2 glew) -lm"
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# gcc -Wall -Wextra -o gameoflife_term gameoflife_term.c
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gcc ${CFLAGS} -o gameoflife_graph gameoflife_graph.c ${LIBS}
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gcc ${CFLAGS} -o opengl_train opengl_train.c ${LIBS}
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@ -1,11 +1,12 @@
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#include <SDL2/SDL_events.h>
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#include <GL/glew.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl_glext.h>
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#include <stdbool.h>
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#include <stdio.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#define FACTOR 80
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#define WIDTH ((FACTOR) * 16)
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#define HEIGHT ((FACTOR) * 9)
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@ -13,9 +14,16 @@
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SDL_Event e;
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float vertices[] = {
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0.0f, 0.5f,
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0.5f, -0.5f,
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-0.5f, -0.5f
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// Positions Color TexCoords
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-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // Top-left
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Top-right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // Bottom-right
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-0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // Bottom-left
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};
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GLuint elements[] = {
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0, 1, 2,
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2, 3, 0,
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};
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char * read_file(const char* path){
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@ -88,26 +96,76 @@ int main(void)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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// vectors
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GLuint vertexBuffer;
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// reuse vectors
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GLuint ebo;
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
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GLuint vertexShader = CompileShader(vs, GL_VERTEX_SHADER);
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GLuint fragmentShader = CompileShader(fs, GL_FRAGMENT_SHADER);
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GLuint shaderProgram = LinkShader(vertexShader, fragmentShader);
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// Textures
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int width, height;
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unsigned char *image, *image2;
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GLuint tex[2];
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glGenTextures(2, tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex[0]);
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//Load image
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image = stbi_load("./sample.png", &width, &height, NULL, 3);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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stbi_image_free(image);
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glGenerateMipmap(GL_TEXTURE_2D);
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glUniform1i(glGetUniformLocation(shaderProgram, "kitty"), 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, tex[1]);
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//Load image
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image2 = stbi_load("./sample2.png", &width, &height, NULL, 3);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image2);
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stbi_image_free(image2);
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glGenerateMipmap(GL_TEXTURE_2D);
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glUniform1i(glGetUniformLocation(shaderProgram, "puppy"), 1);
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GLint posAttrib = glGetAttribLocation(shaderProgram, "positions");
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glEnableVertexAttribArray(posAttrib);
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 7, 0);
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GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
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glEnableVertexAttribArray(colAttrib);
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glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 7, (void*)(2*sizeof(float)));
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GLint texCoordsAttrib = glGetAttribLocation(shaderProgram, "texCoords");
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glEnableVertexAttribArray(texCoordsAttrib);
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glVertexAttribPointer(texCoordsAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 7, (void*)(5*sizeof(float)));
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glUseProgram(shaderProgram);
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int i = 0;
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bool should_close = false;
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while(!should_close){
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i++;
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glUniform1i(glGetUniformLocation(shaderProgram, "triangleColor"), i);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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/* glDrawArrays(GL_TRIANGLES, 0, 3); */
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SDL_GL_SwapWindow(win);
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@ -121,8 +179,6 @@ int main(void)
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader);
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glDeleteBuffers(1, &vertexBuffer);
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SDL_GL_DeleteContext(con);
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SDL_DestroyWindow(win);
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SDL_Quit();
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BIN
sample.png
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BIN
sample.png
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After Width: | Height: | Size: 324 KiB |
BIN
sample2.png
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BIN
sample2.png
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After Width: | Height: | Size: 312 KiB |
14
shader.fs
14
shader.fs
@ -1,7 +1,19 @@
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#version 330 core
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in vec3 Color;
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in vec2 TexCoords;
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uniform int triangleColor;
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uniform sampler2D kitty;
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uniform sampler2D puppy;
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out vec4 outColor;
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void main(){
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outColor = vec4(1.0, 1.0, 1.0, 1.0);
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vec4 kit = texture(kitty, TexCoords);
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vec4 pup = texture(puppy, TexCoords);
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outColor = pup;
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}
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/* vim: set ft=glsl: */
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@ -1,7 +1,16 @@
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#version 330 core
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in vec2 positions;
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in vec3 color;
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in vec2 texCoords;
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out vec3 Color;
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out vec2 TexCoords;
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void main(){
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Color = color;
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TexCoords = texCoords;
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gl_Position = vec4(positions, 0.0, 1.0);
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}
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// vim: set ft=glsl:
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7987
stb_image.h
Normal file
7987
stb_image.h
Normal file
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