glsl-basic/src/graphics.cpp

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#include <glad/glad.c>
// glad must be loaded before GLFW
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#include "graphics.hpp"
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#include "main.hpp"
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#include <iostream>
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using namespace std;
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/* class ShaderProgram Implementations */
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string ShaderProgram::baseName() {
switch (this->base) {
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case Empty:
return "Empty";
case Triangle:
return "Triangle";
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}
}
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ShaderProgram::ShaderProgram(Base base, string vertexSource,
string fragSource) {}
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int ShaderProgram::run() { return 255; }
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
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/* extended main function */
int mainWindow(ShaderProgram* shaderProgram) {
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/* graphics stuff */
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(800, 600, "Shader Loader", NULL, NULL);
if (window == NULL) {
printf("Failed to create GLFW window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD\n");
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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int result = shaderProgram->run();
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glfwTerminate();
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return result;
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}