not working rect
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ef1786df22
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1 changed files with 163 additions and 14 deletions
165
src/main.zig
165
src/main.zig
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@ -9,6 +9,29 @@ const gl = @cImport ({
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});
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});
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const vertexShaderSource: [*c]const u8 =
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\\ #version 460 core
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\\ layout (location = 0) in vec3 aPos;
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\\ void main() {
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\\ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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\\ }
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;
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const fragementShaderSource: [*c]const u8 =
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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(1.0f, 0.5f, 0.2f, 1.0f);
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\\ }
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;
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const ShaderInitError = error {
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VertexCompilation,
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FragementCompilation,
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ShaderProgramLinking,
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};
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pub fn main() void {
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pub fn main() void {
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// var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
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// var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
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@ -20,8 +43,6 @@ pub fn main() void {
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if (res != gl.GL_TRUE) {
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if (res != gl.GL_TRUE) {
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std.debug.panic("Could not initialize glfw! Exit code: {d}", .{ res });
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std.debug.panic("Could not initialize glfw! Exit code: {d}", .{ res });
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}
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}
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gl.glfwWindowHint(gl.GLFW_CONTEXT_VERSION_MAJOR, 4);
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gl.glfwWindowHint(gl.GLFW_CONTEXT_VERSION_MAJOR, 4);
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gl.glfwWindowHint(gl.GLFW_CONTEXT_VERSION_MINOR, 6);
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gl.glfwWindowHint(gl.GLFW_CONTEXT_VERSION_MINOR, 6);
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gl.glfwWindowHint(gl.GLFW_OPENGL_PROFILE, gl.GLFW_OPENGL_CORE_PROFILE);
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gl.glfwWindowHint(gl.GLFW_OPENGL_PROFILE, gl.GLFW_OPENGL_CORE_PROFILE);
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@ -29,7 +50,6 @@ pub fn main() void {
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// the two null params are monitor for fullscreen, and share window resources (???)
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// the two null params are monitor for fullscreen, and share window resources (???)
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const window: ?*gl.GLFWwindow = gl.glfwCreateWindow(800, 600, "LearnOpenGL", null, null);
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const window: ?*gl.GLFWwindow = gl.glfwCreateWindow(800, 600, "LearnOpenGL", null, null);
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if (window == null) {
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if (window == null) {
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gl.glfwTerminate();
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gl.glfwTerminate();
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std.debug.panic("Could not instantiate window!", .{});
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std.debug.panic("Could not instantiate window!", .{});
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@ -37,25 +57,81 @@ pub fn main() void {
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}
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}
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gl.glfwMakeContextCurrent(window);
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gl.glfwMakeContextCurrent(window);
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const version: c_int = gl.gladLoadGL(gl.glfwGetProcAddress);
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const version: c_int = gl.gladLoadGL(gl.glfwGetProcAddress);
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if (version == 0) {
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if (version == 0) {
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std.debug.panic("Could not initialize GLAD", .{});
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std.debug.panic("Could not initialize GLAD", .{});
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return;
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return;
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}
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}
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gl.glViewport(0, 0, 800, 600);
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gl.glViewport(0, 0, 800, 600);
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// callback function returned?
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// callback function returned?
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_ = gl.glfwSetFramebufferSizeCallback(window, &framebuffer_resize_callback);
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_ = gl.glfwSetFramebufferSizeCallback(window, &framebuffer_resize_callback);
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const vertexShader: c_uint = gl.glCreateShader(gl.GL_VERTEX_SHADER);
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const fragShader: c_uint = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
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const shaderProgram: c_uint = gl.glCreateProgram();
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init_shader_program(&vertexShader, &fragShader, &shaderProgram) catch |e| switch (e) {
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ShaderInitError.VertexCompilation => std.debug.panic("Could not compile vertex shader!\n", .{}),
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ShaderInitError.FragementCompilation => std.debug.panic("Could not compile fragment shaders!\n", .{}),
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ShaderInitError.ShaderProgramLinking => std.debug.panic("Could not link shader program!\n", .{}),
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};
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var rect_vao: c_uint = undefined;
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gl.glad_glGenVertexArrays.?(1, @ptrCast(&rect_vao));
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gl.glad_glBindVertexArray.?(rect_vao);
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const rect_verts: [4][3]f32 = .{ .{0.2, 0.2, 0.0}, .{0.8, 0.2, 0.0}, .{0.8, 0.4, 0.0}, .{0.2, 0.4, 0.0} };
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const draw_indices: [2][3]c_uint = .{ .{0, 1, 3}, .{1, 2, 3} };
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var r_vert_buffer: c_uint = undefined;
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gl.glad_glGenBuffers.?(1, &r_vert_buffer);
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gl.glad_glBindBuffer.?(gl.GL_ARRAY_BUFFER, r_vert_buffer);
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gl.glBufferData(gl.GL_ARRAY_BUFFER, 2 * 3 * @sizeOf(f32), @ptrCast(&rect_verts), gl.GL_STATIC_DRAW);
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// gl.glad_glBindBuffer.?(0);
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var element_buffer: c_uint = undefined;
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gl.glad_glGenBuffers.?(1, &element_buffer);
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gl.glad_glBindBuffer.?(gl.GL_ELEMENT_ARRAY_BUFFER, element_buffer);
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gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, 2 * 3 * @sizeOf(c_uint), @ptrCast(&draw_indices), gl.GL_STATIC_DRAW);
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// gl.glad_glBindBuffer.?(0);
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gl.glEnableVertexAttribArray(0);
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// ----- Simple Triangle ------
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const verticies: [3][3]f32 = .{ .{-0.5, -0.5, 0.0}, .{0.5, -0.5, 0.0}, .{0.0, 0.5, 0.0} };
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const verticies: [3][3]f32 = .{ .{-0.5, -0.5, 0.0}, .{0.5, -0.5, 0.0}, .{0.0, 0.5, 0.0} };
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var vbo: gl.GLuint = undefined;
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// Vertex array object
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var vao: c_uint = undefined;
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gl.glad_glGenVertexArrays.?(1, @ptrCast(&vao));
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gl.glad_glBindVertexArray.?(vao);
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// vertex buffer object
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var vbo: c_uint = undefined;
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gl.glad_glGenBuffers.?(1, &vbo);
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gl.glad_glGenBuffers.?(1, &vbo);
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std.debug.print("buffer id: '{d}'\n", .{ vbo });
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gl.glad_glBindBuffer.?(gl.GL_ARRAY_BUFFER, vbo);
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gl.glad_glBindBuffer.?(gl.GL_ARRAY_BUFFER, vbo);
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// type of buffer, size of memory being inserted, the data to be loaded, how the GPU handles the memory
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// STREAM - write once, used a few times, STATIC - set once, used many times, DYNAMIC - changed a lot
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// used many times
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gl.glBufferData(gl.GL_ARRAY_BUFFER, 4 * 3 * @sizeOf(f32), @ptrCast(&verticies), gl.GL_STATIC_DRAW);
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gl.glBufferData(gl.GL_ARRAY_BUFFER, 4 * 3 * @sizeOf(f32), @ptrCast(&verticies), gl.GL_STATIC_DRAW);
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// 0 for location=0 from shader
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// 3 for number of attributes per stride,
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// the type of data
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// if we want it to be normalized
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// offset of start of data
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// The target virtual buffer object is defined by the current state from glVertexAttribPointer
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gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE, 3 * @sizeOf(f32), @ptrCast(&0));
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gl.glEnableVertexAttribArray(0);
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gl.glad_glBindVertexArray.?(0);
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// ------ END Simple Triangle ------
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std.debug.print("Vertex buffer assigned\n", .{});
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var gl_err: gl.GLenum = 0;
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gl.glDisable(gl.GL_CULL_FACE);
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while(gl.glfwWindowShouldClose(window) == 0)
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while(gl.glfwWindowShouldClose(window) == 0)
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{
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{
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@ -65,10 +141,39 @@ pub fn main() void {
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gl.glClearColor(0.2, 0.3, 0.4, 0.5); // state setting, follo wed by state using
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gl.glClearColor(0.2, 0.3, 0.4, 0.5); // state setting, follo wed by state using
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gl.glClear(gl.GL_COLOR_BUFFER_BIT); // color buffer, depth buffer, and stencil buffer
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gl.glClear(gl.GL_COLOR_BUFFER_BIT); // color buffer, depth buffer, and stencil buffer
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gl.glUseProgram(shaderProgram);
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gl.glad_glBindVertexArray.?(vao);
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gl.glad_glBindBuffer.?(gl.GL_ARRAY_BUFFER, vbo);
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// offset into vertexes, and count
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// gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3);
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gl_err = gl.glGetError();
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if (gl_err > 0) {
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std.debug.print("There was an opengl error: {d}", .{gl_err});
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gl_err = 0;
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}
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gl.glad_glBindVertexArray.?(rect_vao);
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gl.glad_glBindBuffer.?(gl.GL_ARRAY_BUFFER, r_vert_buffer);
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gl.glad_glBindBuffer.?(gl.GL_ELEMENT_ARRAY_BUFFER, element_buffer);
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gl.glDrawElements(gl.GL_TRIANGLES, 6, gl.GL_UNSIGNED_INT, null);
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gl_err = gl.glGetError();
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if (gl_err > 0) {
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std.debug.print("There was an opengl error: {d}", .{gl_err});
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gl_err = 0;
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}
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// This swaps the "displayed" buffer with the "rendering" buffer
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// This swaps the "displayed" buffer with the "rendering" buffer
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gl.glfwSwapBuffers(window);
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gl.glfwSwapBuffers(window);
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}
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}
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gl.glDeleteVertexArrays(1, &vao);
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gl.glDeleteBuffers(1, &vbo);
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gl.glDeleteProgram(shaderProgram);
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gl.glfwTerminate();
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gl.glfwTerminate();
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}
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}
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@ -82,3 +187,47 @@ fn handle_input(window: *gl.GLFWwindow) void {
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gl.glfwSetWindowShouldClose(window, 1);
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gl.glfwSetWindowShouldClose(window, 1);
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}
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}
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}
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}
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fn init_shader_program(vertex_shader: *const c_uint, frag_shader: *const c_uint, program: *const c_uint) ShaderInitError!void {
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var success: c_int = undefined;
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var infoLog: [512:0]u8 = undefined;
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gl.glShaderSource(vertex_shader.*, 1, &vertexShaderSource, null);
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gl.glCompileShader(vertex_shader.*);
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gl.glGetShaderiv(vertex_shader.*, gl.GL_COMPILE_STATUS, &success);
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std.debug.print("Vertex Shader compiled\n", .{});
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if (success == 0) {
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std.debug.print("Shader compile failed!\n", .{});
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gl.glGetShaderInfoLog(vertex_shader.*, 512, null, &infoLog);
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std.debug.print("Error Log: {s}\n", .{infoLog});
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return ShaderInitError.VertexCompilation;
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}
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gl.glShaderSource(frag_shader.*, 1, &fragementShaderSource, null);
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gl.glCompileShader(frag_shader.*);
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gl.glGetShaderiv(frag_shader.*, gl.GL_COMPILE_STATUS, &success);
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std.debug.print("Fragment Shader compiled\n", .{});
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if (success == 0) {
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std.debug.print("Shader compile failed!\n", .{});
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gl.glGetShaderInfoLog(frag_shader.*, 512, null, &infoLog);
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std.debug.print("Error Log: {s}\n", .{infoLog});
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return ShaderInitError.FragementCompilation;
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}
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gl.glAttachShader(program.*, vertex_shader.*);
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gl.glAttachShader(program.*, frag_shader.*);
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gl.glLinkProgram(program.*);
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std.debug.print("Shader Linking Complete\n", .{});
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gl.glGetProgramiv(program.*, gl.GL_LINK_STATUS, &success);
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if (success == 0) {
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std.debug.print("Shader linking failed!\n", .{});
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gl.glGetProgramInfoLog(program.*, 512, null, &infoLog);
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std.debug.print("Error Log: {s}", .{infoLog});
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return ShaderInitError.ShaderProgramLinking;
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}
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gl.glDeleteShader(vertex_shader.*);
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gl.glDeleteShader(frag_shader.*);
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std.debug.print("Shader program selected, cleaned up compiled shaders\n", .{});
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}
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