2023-10-20 11:20:01 +02:00
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#include <boost/log/trivial.hpp>
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2023-10-20 10:52:56 +02:00
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#include <exception>
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2023-10-18 19:48:48 +02:00
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#include <glad/glad.c>
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// 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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2023-10-18 19:48:48 +02:00
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/* class ShaderProgram Implementations */
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string ShaderProgram::baseName() {
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/*
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BOOST_LOG_TRIVIAL(debug) << "this->base: " << this->base
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<< " Base::Empty: " << Base::Empty
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<< " Base::Triangle: " << Base::Triangle;
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*/
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switch (this->base) {
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case ShaderProgram::Base::Empty:
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return "Empty";
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case ShaderProgram::Base::Triangle:
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return "Triangle";
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default:
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// this should never occur, as the switch case should cover all variants.
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throw std::runtime_error("Undefined base Program");
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}
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}
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ShaderProgram::ShaderProgram(Base base, char **vertexSource,
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char **fragSource) {
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this->base = base;
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BOOST_LOG_TRIVIAL(info) << "With base program \"" << this->baseName() << "\"";
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// NOTE: char arrays and char pointers are not actually the same.
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// glShaderSource requires a char[] as it appears. We pass the
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// variable by reference to avoid duplication in memory.
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BOOST_LOG_TRIVIAL(trace) << "creating empty shaders";
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this->vertex = glCreateShader(GL_VERTEX_SHADER);
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this->frag = glCreateShader(GL_FRAGMENT_SHADER);
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BOOST_LOG_TRIVIAL(trace) << "loading vertex shader";
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glShaderSource(this->vertex, 1, vertexSource, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling vertex shader";
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glCompileShader(this->vertex);
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BOOST_LOG_TRIVIAL(trace) << "loading fragments shader";
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glShaderSource(this->frag, 2, fragSource, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
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glCompileShader(this->frag);
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}
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/** runs for every frame
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*
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* will be called in `mainWindow`.
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*
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* FIXME: dont run the switch case every frame.
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*/
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int ShaderProgram::run() {
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switch (this->base) {
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case Empty: // same as default
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default:
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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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break;
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}
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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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GLFWwindow *initGl() {
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/* graphics stuff */
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glfwInit();
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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_OPENGL_FORWARD_COMPAT, GL_TRUE);
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GLFWwindow *window = glfwCreateWindow(800, 600, "Shader Loader", NULL, NULL);
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if (window == NULL) {
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printf("Failed to create GLFW window\n");
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glfwTerminate();
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exit(EXIT_GL);
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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printf("Failed to initialize GLAD\n");
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exit(EXIT_GL);
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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return window;
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}
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int mainWindow(ShaderProgram *shaderProgram, GLFWwindow *window) {
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int result = 0;
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BOOST_LOG_TRIVIAL(trace) << "Entering window loop";
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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shaderProgram->run();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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BOOST_LOG_TRIVIAL(trace) << "Left window loop";
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glfwTerminate();
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return result;
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}
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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