mirror of
https://github.com/MichaelFisher1997/opengl-cpp.git
synced 2025-07-01 02:13:13 +00:00
Indexbuffer improvments
This commit is contained in:
parent
fd13d0ba63
commit
8920379ce3
58
Makefile
58
Makefile
@ -1,38 +1,38 @@
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CC=clang++
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current_directory=$(shell pwd)
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# Compiler and flags
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CXX := g++
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CXXFLAGS := -g #-O0 -Wall -Wextra
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FRAMEWORKS=-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
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# Libraries
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LDFLAGS := -lSDL2 -lGLEW -lGL
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CFLAGS=-std=c++11
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CFLAGS+=-I$(current_directory)
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CFLAGS+=-I$(current_directory)/../external
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# Source and output directories
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SRC_DIR := src
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BUILD_DIR := build
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TARGET := $(BUILD_DIR)/opengl
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LDFLAGS=-L$(current_directory)/../lib
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LDFLAGS+=-lglfw3
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LDFLAGS+=-lGLEW
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# Source files and object files
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SRC := $(wildcard $(SRC_DIR)/*.cpp)
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OBJ := $(SRC:$(SRC_DIR)/%.cpp=$(BUILD_DIR)/%.o)
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SOURCES=$(wildcard *.cpp)
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OBJECTS=$(patsubst %.cpp, %.o, $(SOURCES))
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# Default target
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all: $(TARGET)
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# Build the target executable
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$(TARGET): $(OBJ)
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mkdir -p $(BUILD_DIR)
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$(CXX) $(CXXFLAGS) $^ -o $@ $(LDFLAGS)
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%.o: %.cpp
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$(CC) $(CFLAGS) -c -o $@ $^
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# Build object files
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$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp
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mkdir -p $(BUILD_DIR)
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$(CXX) $(CXXFLAGS) -c $< -o $@
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default: debug
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app: $(OBJECTS)
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$(CC) $(CFLAGS) $(LDFLAGS) $(FRAMEWORKS) -o $@ $(OBJECTS)
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# Define debug and -g enables debug symbols
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debug: CFLAGS+=-DDEBUG -g
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debug: app
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release: app
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.PHONY: clean
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# Clean up build files
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clean:
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rm -f *.o app
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rm -rf $(BUILD_DIR)
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.PHONY: debugger
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debugger: debug
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PATH=/usr/bin /usr/bin/lldb ./app
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# Run the application
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run: $(TARGET)
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./$(TARGET)
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.PHONY: all clean run
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@ -12,10 +12,41 @@ IndexBuffer::IndexBuffer(const unsigned int* data, unsigned int count)
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GLCall(glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(unsigned int), data, GL_STATIC_DRAW)); // assigne buffer size, static as we use many times, but does not change
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}
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IndexBuffer::~IndexBuffer()
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{
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std::cout << "m_RendererID: " << &m_RendererID << " " << m_RendererID << std::endl;
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// Destructor
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IndexBuffer::~IndexBuffer() {
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if (m_RendererID != 0) { // Only delete if valid
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GLCall(glDeleteBuffers(1, &m_RendererID));
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std::cout << "IndexBuffer destroyed with RendererID: " << m_RendererID << std::endl;
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}
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}
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// Move Constructor
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IndexBuffer::IndexBuffer(IndexBuffer&& other) noexcept
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: m_RendererID(other.m_RendererID), m_Count(other.m_Count) {
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other.m_RendererID = 0; // Invalidate the moved-from object
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other.m_Count = 0;
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std::cout << "IndexBuffer moved (constructor)" << std::endl;
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}
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// Move Assignment Operator
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IndexBuffer& IndexBuffer::operator=(IndexBuffer&& other) noexcept {
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if (this != &other) {
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// Free existing resources
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if (m_RendererID != 0) {
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GLCall(glDeleteBuffers(1, &m_RendererID));
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}
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// Transfer ownership
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m_RendererID = other.m_RendererID;
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m_Count = other.m_Count;
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// Invalidate the moved-from object
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other.m_RendererID = 0;
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other.m_Count = 0;
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std::cout << "IndexBuffer moved (assignment)" << std::endl;
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}
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return *this;
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}
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void IndexBuffer::Bind() const
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@ -6,11 +6,19 @@ public:
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IndexBuffer(const unsigned int* data, unsigned int count);
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~IndexBuffer();
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// Disallow copy operations
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IndexBuffer(const IndexBuffer&) = delete;
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IndexBuffer& operator=(const IndexBuffer&) = delete;
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// Enable move operations
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IndexBuffer(IndexBuffer&& other) noexcept;
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IndexBuffer& operator=(IndexBuffer&& other) noexcept;
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void Bind() const;
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void Unbind() const;
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inline unsigned int GetCount() const { return m_Count; }
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private:
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unsigned int m_RendererID;
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unsigned int m_Count;
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unsigned int m_RendererID = 0;
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unsigned int m_Count = 0;
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};
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@ -4,7 +4,7 @@
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void GLClearError() {
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//while (glGetError() != GL_NO_ERROR);
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while (glGetError() != GL_NO_ERROR);
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}
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@ -3,7 +3,11 @@
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VertexArray::VertexArray()
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{
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GLCall(glGenVertexArrays(1, &m_RendererID));
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std::cout << "VertexArray::VertexArray()" << std::endl;
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std::cout << "m_RendererID: " << &m_RendererID << " " << m_RendererID << std::endl;
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//GLCall(glGenVertexArrays(1, &m_RendererID));
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glGenVertexArrays(1, &m_RendererID);
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std::cout << "m_RendererID: " << &m_RendererID << " " << m_RendererID << std::endl;
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if (!m_RendererID) {
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std::cerr << "Failed to generate VAO" << std::endl;
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}
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@ -2,7 +2,9 @@
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int main(int argc, char* argv[]) {
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// Create an instance of our SdlWindow class
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std::cout << "starting" << std::endl;
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SdlWindow window("My SDL2 Window", 800, 600);
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std::cout << "About to run: " << std::endl;
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// Run the main loop
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window.run();
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76
src/sdl.cpp
76
src/sdl.cpp
@ -57,19 +57,24 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
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m_isFullscreen(false),
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m_width(width),
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m_height(height),
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m_glContext(nullptr),
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m_windowedWidth(width),
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m_windowedHeight(height),
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r(0.5f),
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location(),
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m_glContext(nullptr),
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increment(0.05f),
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m_ib(nullptr, 0)
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vao(0),
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layout(nullptr),
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va(nullptr),
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m_ib(nullptr)
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{
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std::cout << "Step 0: hellow world" << std::endl;
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// 1. Set attributes
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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std::cout << "Step 1: SDL_GL_SetAttribute completed" << std::endl;
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// 2. Create the window with OpenGL flag
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m_window = SDL_CreateWindow(title,
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SDL_WINDOWPOS_CENTERED,
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@ -82,27 +87,39 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
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std::cerr << "Failed to create window: " << SDL_GetError() << std::endl;
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return;
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}
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std::cout << "Step 2: SDL_CreateWindow completed" << std::endl;
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// 3. Create OpenGL context
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m_glContext = SDL_GL_CreateContext(m_window);
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if (!m_glContext) {
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std::cerr << "Failed to create GL context: " << SDL_GetError() << std::endl;
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return;
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}
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// 4. Optionally init GLEW (if not on macOS core profile)
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std::cout << "Step 3: SDL_GL_CreateContext completed" << std::endl;
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if (SDL_GL_MakeCurrent(m_window, m_glContext) != 0) {
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std::cerr << "Failed to make GL context current: " << SDL_GetError() << std::endl;
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return;
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}
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std::cout << "Step 4: SDL_GL_MakeCurrent completed" << std::endl;
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#ifndef __APPLE__
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glewExperimental = GL_TRUE;
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GLenum glewErr = glewInit();
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to init GLEW" << glewGetErrorString(glewErr) << std::endl;
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if (glewErr != GLEW_OK) {
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std::cerr << "Failed to init GLEW: " << glewGetErrorString(glewErr) << std::endl;
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return;
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}
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glGetError();
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std::cout << "Step 5: GLEW initialized successfully" << std::endl;
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glGetError(); // Clear GLEW's initial error
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#endif
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std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
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std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
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// 5. Set vsync (optional)
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SDL_GL_SetSwapInterval(1); //Vsync
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SdlWindow::GLClearError();
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// 6. Mark as running
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m_isRunning = true;
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@ -122,8 +139,9 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
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VertexArray va;
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VertexBuffer vb(positions, 4 * 2 * sizeof(float));
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IndexBuffer ib(indices, 6);
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m_ib = ib;
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m_ib = new IndexBuffer(indices, 6);
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VertexBufferLayout layout;
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layout.Push<float>(2);
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@ -135,10 +153,11 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
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std::cout << "VERTEX" << std::endl << source.VertexSource << std::endl;
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std::cout << "FRAGMENT" << std::endl << source.FragmentSource << std::endl;
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unsigned int m_ShaderID = createShader(source.VertexSource, source.FragmentSource);
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GLCall(glUseProgram(m_ShaderID));
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unsigned int shader = createShader(source.VertexSource, source.FragmentSource);
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std::cout << "shader: " << shader << std::endl;
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GLCall(glUseProgram(shader));
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GLCall(unsigned int location = glGetUniformLocation(m_ShaderID, "u_Color"));
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GLCall(unsigned int location = glGetUniformLocation(shader, "u_Color"));
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ASSERT(location != -1); // -1 is an error
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GLCall(glUniform4f(location, 0.8f, 0.3f, 0.8f, 1.0f));
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@ -150,7 +169,6 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
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}
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SdlWindow::~SdlWindow() {
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// If using SDL Renderer, destroy it. But if you’re purely using OpenGL, you might remove it.
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if (m_renderer) {
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@ -172,11 +190,15 @@ SdlWindow::~SdlWindow() {
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glDeleteProgram(shader);
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shader = 0;
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}
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if (m_ib) {
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delete m_ib;
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m_ib = nullptr;
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}
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SDL_Quit();
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}
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//
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//
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void SdlWindow::run() {
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while (m_isRunning) {
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processEvents();
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@ -185,7 +207,7 @@ void SdlWindow::run() {
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}
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GLCall(glDeleteProgram(shader));
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}
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//
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void SdlWindow::processEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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@ -231,7 +253,7 @@ SDL_Event event;
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}
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}
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}
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//
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void SdlWindow::update() {
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// Update game/application logic here
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if (r > 1.0f) {
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@ -241,7 +263,7 @@ void SdlWindow::update() {
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}
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r += increment;
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}
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//
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void SdlWindow::render() {
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// Use GL calls instead of SDL’s renderer
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GLCall(glClearColor(0.0f, 0.0f, 0.0f, 1.0f)); //background
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@ -249,10 +271,12 @@ void SdlWindow::render() {
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GLCall(glClear(GL_COLOR_BUFFER_BIT));
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GLCall(glUseProgram(shader));
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std::cout << "shader: " << shader << std::endl;
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std::cout << "location: " << location << std::endl;
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GLCall(glUniform4f(location, r, 0.3f, 0.8f, 1.0f));
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va.Bind();
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m_ib.Bind();
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va->Bind();
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m_ib->Bind();
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// TODO: Draw with OpenGL here (shaders, triangles, etc.)
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr)); //macro assert for debugging
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@ -260,7 +284,7 @@ void SdlWindow::render() {
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// Swap buffers
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SDL_GL_SwapWindow(m_window);
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}
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//
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void SdlWindow::setFullscreen(bool fullscreen) {
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if (m_window) {
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m_isFullscreen = fullscreen;
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@ -283,7 +307,7 @@ void SdlWindow::setFullscreen(bool fullscreen) {
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}
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}
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}
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//
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unsigned int SdlWindow::compileShader(unsigned int type, const std::string& source) {
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GLCall(unsigned int id = glCreateShader(type));
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const char* src = source.c_str(); // <--- this string needs to exist when compiling/running
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@ -360,7 +384,7 @@ SdlWindow::ShaderProgramSource SdlWindow::parseShader(const std::string& filepat
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}
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void SdlWindow::GLClearError() {
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//while (glGetError() != GL_NO_ERROR);
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while (glGetError() != GL_NO_ERROR);
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}
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@ -56,7 +56,7 @@ private:
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float r;
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SDL_GLContext m_glContext;
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float increment;
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// temp shader stuff
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// // temp shader stuff
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std::string vetexShader;
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std::string fragmentShader;
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unsigned int buffer;
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@ -64,9 +64,9 @@ private:
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unsigned int vao;
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unsigned int shader;
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unsigned int location;
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VertexBufferLayout layout;
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VertexArray va;
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IndexBuffer m_ib;
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VertexBufferLayout* layout;
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VertexArray* va;
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IndexBuffer* m_ib;
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// Private methods
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void processEvents();
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