generated from AfonsoCMSousa/CPP-OpenGLTemplate
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+1140
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+20
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#include "io.h"
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char* read_file(const char* filePath) {
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FILE* file = fopen(filePath, "rb");
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if (file == NULL) {
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fprintf(stderr, "Error: Could not open file %s\n", filePath);
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return NULL;
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}
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fseek(file, 0, SEEK_END);
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long length = ftell(file);
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fseek(file, 0, SEEK_SET);
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char* buffer = (char*)malloc(length + 1);
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fread(buffer, 1, length, file);
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buffer[length] = '\0';
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fclose(file);
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return buffer;
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}
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+139
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#include "main.h"
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#include "io.h"
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// ImGui includes
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#include "imgui/imgui.h"
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#include "imgui/imgui_impl_glfw.h"
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#include "imgui/imgui_impl_opengl3.h"
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const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
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const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
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const char PROGRAM_NAME[] = "OpenGL Template";
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const unsigned int SCR_WIDTH = 1920;
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const unsigned int SCR_HEIGHT = 1080;
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const char *glsl_version;
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GLFWwindow *window;
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unsigned int VBO, VAO;
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unsigned int shader;
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__attribute__((constructor)) static void init_glfw(void) {
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if (!glfwInit()) {
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fprintf(stderr, "GLFW initialization failed\n");
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abort(); // program cannot continue
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}
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#ifdef __APPLE__
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glsl_version = "#version 330";
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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glsl_version = "#version 130";
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#endif
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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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window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, PROGRAM_NAME, NULL, NULL);
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if (window == NULL) {
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glfwTerminate();
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fprintf(stderr, "Failed to create GLFW window\n");
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abort(); // program cannot continue
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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glfwTerminate();
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}
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
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char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE);
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unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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shader = glCreateProgram();
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glAttachShader(shader, vertex_shader);
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glAttachShader(shader, fragment_shader);
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glLinkProgram(shader);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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free(vertex_shader_source);
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free(fragment_shader_source);
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}
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__attribute__((destructor)) static void shutdown_glfw(void) {
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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static inline void init_imgui() {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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}
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int main() {
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#ifndef NDEBUG
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init_imgui();
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#endif
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while (!glfwWindowShouldClose(window)) {
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// Poll events
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glfwPollEvents();
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#ifndef NDEBUG
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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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// Start ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Create ImGui window
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ImGui::Begin("Debug");
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ImGui::Text("FPS: %.1f", static_cast<double>(ImGui::GetIO().Framerate));
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ImGui::End();
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#endif
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// Render
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glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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#ifndef NDEBUG
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// Render ImGui
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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#endif
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// Swap buffers
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glfwSwapBuffers(window);
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}
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return 0;
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}
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@@ -0,0 +1,8 @@
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#version 330 core
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out vec4 FragColor;
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void main() {
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FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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@@ -0,0 +1,9 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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out vec3 vColor;
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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