Add base structure for openGL playground
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commit
ec17d18154
76
.gitignore
vendored
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76
.gitignore
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# This file is used to ignore files which are generated
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# ----------------------------------------------------------------------------
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*~
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*.autosave
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*.a
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*.core
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*.moc
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*.o
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*.obj
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*.orig
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*.rej
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*.so
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*.so.*
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*_pch.h.cpp
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*_resource.rc
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*.qm
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.#*
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*.*#
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core
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!core/
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tags
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.DS_Store
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.directory
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*.debug
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Makefile*
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*.prl
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*.app
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moc_*.cpp
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ui_*.h
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qrc_*.cpp
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Thumbs.db
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*.res
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*.rc
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/.qmake.cache
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/.qmake.stash
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# qtcreator generated files
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*.pro.user*
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# xemacs temporary files
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*.flc
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# Vim temporary files
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.*.swp
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# Visual Studio generated files
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*.ib_pdb_index
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*.idb
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*.ilk
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*.pdb
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*.sln
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*.suo
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*.vcproj
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*vcproj.*.*.user
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*.ncb
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*.sdf
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*.opensdf
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*.vcxproj
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*vcxproj.*
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# MinGW generated files
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*.Debug
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*.Release
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# Python byte code
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*.pyc
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# Binaries
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# --------
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*.dll
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*.exe
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*.user
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*.user*
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*.buildconfig
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20
CMakeLists.txt
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20
CMakeLists.txt
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project(opengl-playground)
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#set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
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cmake_minimum_required(VERSION 2.8)
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find_package(PkgConfig REQUIRED)
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pkg_check_modules(EPOXY REQUIRED epoxy)
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pkg_check_modules(SDL2 REQUIRED sdl2)
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#find_package(OpenCL REQUIRED)
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include_directories("${CMAKE_CURRENT_SOURCE_DIR}/include" ${EPOXY_INCLUDE_DIRS} ${SDL2_INCLUDE_DIRS})
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aux_source_directory("src" SOURCES)
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add_compile_options(-Wall)
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add_executable(${PROJECT_NAME} ${SOURCES})
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target_link_libraries(${PROJECT_NAME} m pthread ${EPOXY_LIBRARIES} ${SDL2_LIBRARIES})
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install (TARGETS ${PROJECT_NAME} DESTINATION bin)
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16
include/opengl-playground/mainwindow.hpp
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include/opengl-playground/mainwindow.hpp
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#ifndef MAINWINDOW_H
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#define MAINWINDOW_H
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class MainWindow
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{
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public:
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MainWindow();
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virtual ~MainWindow() = default;
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void virtual show() = 0;
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void virtual activateGlContext() = 0;
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void virtual swapBuffer();
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};
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#endif // MAINWINDOW_H
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23
include/opengl-playground/openglshader.hpp
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include/opengl-playground/openglshader.hpp
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#ifndef OPENGL_SHADER_H
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#define OPENGL_SHADER_H
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#include <string>
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#include <epoxy/gl.h>
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class OpenGlShaderProgram
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{
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public:
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OpenGlShaderProgram(std::string vertex_file, std::string geometry_file, std::string fragment_file);
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~OpenGlShaderProgram();
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int compile();
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void unload();
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int use();
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private:
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bool compiled;
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GLuint shader_program;
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std::string vertex_file;
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std::string geometry_file;
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std::string fragment_file;
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};
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#endif // OPENGL_SHADER_H
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include/opengl-playground/sdlmainwindow.hpp
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include/opengl-playground/sdlmainwindow.hpp
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#ifndef SDL_MAINWINDOW_H
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#define SDL_MAINWINDOW_H
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#include <opengl-playground/mainwindow.hpp>
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#include <SDL2/SDL.h>
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class SdlMainWindow : public MainWindow
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{
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public:
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SdlMainWindow(int height, int width);
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~SdlMainWindow();
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void show();
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void swapBuffer();
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void activateGlContext();
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private:
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SDL_Window *window;
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SDL_GLContext context;
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int width;
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int height;
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};
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#endif // SDL_MAINWINDOW_H
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29
src/main.cpp
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29
src/main.cpp
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#include <iostream>
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#include <opengl-playground/sdlmainwindow.hpp>
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#include <epoxy/gl.h>
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 640
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int main(int argc, char **argv)
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{
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(void)argc;
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(void)argv;
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MainWindow *window;
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window = new SdlMainWindow(WINDOW_WIDTH, WINDOW_HEIGHT);
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window->show();
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window->activateGlContext();
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/* Clear the image and set the background to a nice gray */
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glClearColor(0.1f, 0.1f, 0.1f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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window->swapBuffer();
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SDL_Delay(5000);
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delete window;
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}
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11
src/mainwindow.cpp
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11
src/mainwindow.cpp
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#include <opengl-playground/mainwindow.hpp>
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MainWindow::MainWindow()
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{
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}
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void MainWindow::swapBuffer()
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{
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/* Do nothing */
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}
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138
src/openglshader.cpp
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138
src/openglshader.cpp
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#include <opengl-playground/openglshader.hpp>
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OpenGlShaderProgram::OpenGlShaderProgram(std::string vertex_file, std::string geometry_file, std::string fragment_file)
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{
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this->vertex_file = vertex_file;
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this->geometry_file = geometry_file;
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this->fragment_file = fragment_file;
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this->compiled = false;
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}
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char *load_shader_program_from_file(std::string file_name)
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{
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return NULL;
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}
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int OpenGlShaderProgram::compile()
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{
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int ret_code = 0;
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int success;
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char info_log[512];
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unsigned int vertex_shader, geometry_shader, fragment_shader;
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bool vertex_b = false, geo_b = false, frag_b = false;
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char *src_code;
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if (this->compiled) {
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glDeleteProgram(shader_program);
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this->compiled = false;
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}
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this->shader_program = glCreateProgram();
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if (!vertex_file.empty()) {
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vertex_b = true;
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/* Compile the vertex shader */
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &src_code, NULL);
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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free(src_code);
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if (!success) {
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glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
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fprintf(stderr, "%s\n", info_log);
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ret_code = -1;
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goto delete_vertex;
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}
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glAttachShader(this->shader_program, vertex_shader);
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}
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if (!this->geometry_file.empty()) {
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geo_b = true;
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/* Compile the vertex shader */
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geometry_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(geometry_shader, 1, &src_code, NULL);
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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free(src_code);
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if (!success) {
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glGetShaderInfoLog(geometry_shader, 512, NULL, info_log);
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fprintf(stderr, "%s\n", info_log);
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ret_code = -1;
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goto delete_geo;
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}
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glAttachShader(this->shader_program, geometry_shader);
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}
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if (!this->fragment_file.empty()) {
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frag_b = true;
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/* Compile the vertex shader */
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fragment_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(fragment_shader, 1, &src_code, NULL);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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free(src_code);
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if (!success) {
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glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
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fprintf(stderr, "%s\n", info_log);
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ret_code = -1;
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goto delete_frag;
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}
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glAttachShader(this->shader_program, fragment_shader);
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}
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glLinkProgram(this->shader_program);
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glGetShaderiv(this->shader_program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(this->shader_program, 512, NULL, info_log);
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printf("%s\n", info_log);
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ret_code = -2;
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}
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this->compiled = true;
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delete_frag:
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if (frag_b)
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glDeleteShader(fragment_shader);
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delete_geo:
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if (geo_b)
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glDeleteShader(geometry_shader);
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delete_vertex:
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if (vertex_b)
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glDeleteShader(vertex_shader);
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if (ret_code) {
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this->compiled = false;
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glDeleteProgram(this->shader_program);
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this->shader_program = 0;
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}
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return ret_code;
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}
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void OpenGlShaderProgram::unload()
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{
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if (this->compiled) {
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glDeleteProgram(this->shader_program);
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}
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this->compiled = false;
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}
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int OpenGlShaderProgram::use()
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{
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if (!this->compiled)
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return -1;
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glUseProgram(this->shader_program);
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return 0;
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}
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src/sdlmainwindow.cpp
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src/sdlmainwindow.cpp
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#include <opengl-playground/sdlmainwindow.hpp>
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SdlMainWindow::SdlMainWindow(int height, int width) : MainWindow()
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{
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this->width = width;
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this->height = height;
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this->window = NULL;
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this->context = NULL;
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}
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SdlMainWindow::~SdlMainWindow()
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{
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if (this->window)
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SDL_DestroyWindow(window);
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}
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void SdlMainWindow::show()
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{
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this->window = SDL_CreateWindow("OpenGL Playground", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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this->width, this->height, SDL_WINDOW_OPENGL);
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return;
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}
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void SdlMainWindow::swapBuffer()
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{
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if (this->window)
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SDL_GL_SwapWindow(this->window);
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}
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void SdlMainWindow::activateGlContext()
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{
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if (this->context == NULL)
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this->context = SDL_GL_CreateContext(this->window);
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else
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SDL_GL_MakeCurrent(this->window, this->context);
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}
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