linker hell
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parent
ee15e3ccaa
commit
f0cb371955
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@ -5,7 +5,6 @@ add_subdirectory(lib/glfw)
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include_directories(
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include_directories(
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include/
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include/
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lib/glad/include/
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lib/glfw/include/
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lib/glfw/include/
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)
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)
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file(
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file(
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@ -1,23 +1,28 @@
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#include <glad/glad.c>
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// glad must be loaded before GLFW
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#include <GLFW/glfw3.h>
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#include "graphics.hpp"
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#include "graphics.hpp"
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#include <iostream>
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#include <iostream>
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#include <unistd.h>
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#include <fstream>
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using namespace std;
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string ShaderProgram::baseName() {
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switch (this->base) {
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case Empty:
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return "Empty";
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case Triangle:
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return "Triangle";
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}
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}
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ShaderProgram::ShaderProgram(Base base, string vertexFile, string fragFile) {
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void processInput(GLFWwindow *window) {
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// if user presses ESC, close the 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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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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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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glViewport(0, 0, width, height);
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}
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}
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int mainWindow() {
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int mainWindow(ShaderProgram shaderProgram) {
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/* graphics stuff */
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/* graphics stuff */
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glfwInit();
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -40,24 +45,8 @@ int mainWindow() {
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
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int result = shaderProgram.run();
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(0.8f, 0.4f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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glfwTerminate();
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return 0;
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return result;
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}
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}
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@ -1 +1,23 @@
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int mainWindow();
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#ifndef GRAPHICS_HPP
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#define GRAPHICS_HPP
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#include <glad/glad.c>
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// glad must be loaded before GLFW
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <string>
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class ShaderProgram {
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public:
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enum Base { Empty, Triangle };
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std::string baseName();
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ShaderProgram(Base base, std::string vertexFile, std::string fragFile);
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int run();
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protected:
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unsigned int vertex;
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unsigned int frag;
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Base base;
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};
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int mainWindow(ShaderProgram* shaderProgramm);
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#endif
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21
src/main.cpp
21
src/main.cpp
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@ -3,7 +3,6 @@
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#include <boost/program_options/positional_options.hpp>
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#include <boost/program_options/positional_options.hpp>
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#include <boost/program_options/variables_map.hpp>
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#include <boost/program_options/variables_map.hpp>
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#include <exception>
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#include <iostream>
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#include <iostream>
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#include "graphics.hpp"
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#include "graphics.hpp"
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@ -19,11 +18,9 @@ int main(int argc, char **argv) {
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/* Parsing CLI Arguments */
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/* Parsing CLI Arguments */
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po::options_description desc("Available options");
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po::options_description desc("Available options");
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desc.add_options()
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desc.add_options()("help,h", "show help")("verbose,v", "more verbose output")(
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("help,h", "show help")
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"vert", po::value<string>()->required(), "vertex shader file")(
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("verbose,v", "more verbose output")
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"frag", po::value<string>()->required(), "fragment shader file");
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("vert", po::value<string>()->required(), "vertex shader file")
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("frag", po::value<string>()->required(), "fragment shader file");
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/* unused for now */
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/* unused for now */
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po::positional_options_description pdesc;
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po::positional_options_description pdesc;
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@ -55,15 +52,21 @@ int main(int argc, char **argv) {
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printf("verbose!");
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printf("verbose!");
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}
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}
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/* setup the shader program */
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ShaderProgram* shaderProgram = new ShaderProgram(
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ShaderProgram::Base::Empty, vm["vert"].as<string>(), vm["frag"].as<string>());
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/* Run our main program */
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/* Run our main program */
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int result = mainWindow();
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int result = mainWindow(shaderProgram);
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return result;
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return result;
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}
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}
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void help(char *prog, po::options_description desc) {
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void help(char *prog, po::options_description desc) {
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cout << "Usage:" << endl
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cout << "Usage:" << endl
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<< prog << " [-vh] [--vert] shaders/vertex.glsl [--frag] shaders/fragment.glsl"
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<< prog
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<< endl << endl
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<< " [-vh] [--vert] shaders/vertex.glsl [--frag] shaders/fragment.glsl"
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<< endl
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<< endl
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<< desc << endl;
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<< desc << endl;
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}
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}
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