Initial commit - some engine bugs stopping compiling
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130
third-party/glad/example/c++/hellowindow2_macro.cpp
vendored
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130
third-party/glad/example/c++/hellowindow2_macro.cpp
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#include <iostream>
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// GLAD
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#define GLAD_GL_IMPLEMENTATION
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#include <glad/gl.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// This example is taken from http://learnopengl.com/
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// http://learnopengl.com/code_viewer.php?code=getting-started/hellowindow2
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// The code originally used GLEW, I replaced it with Glad
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// Compile:
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// g++ example/c++/hellowindow2.cpp -Ibuild/include build/src/glad.c -lglfw -ldl
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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// Window dimensions
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const GLuint WIDTH = 800, HEIGHT = 600;
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#ifdef GLAD_OPTION_GL_DEBUG
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// Define a custom callback for demonstration purposes
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void pre_gl_call(const char *name, void *funcptr, int len_args, ...) {
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#ifdef GLAD_OPTION_GL_MX
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printf("Current GL Context: %p -> ", gladGetGLContext());
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#endif
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printf("Calling: %s at %p (%d arguments)\n", name, funcptr, len_args);
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}
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#endif
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// The MAIN function, from here we start the application and run the game loop
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int main()
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{
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std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
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// Init GLFW
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glfwInit();
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// Set all the required options for GLFW
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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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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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// Create a GLFWwindow object that we can use for GLFW's functions
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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#ifdef GLAD_OPTION_GL_LOADER
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printf("Using internal loader.\n");
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#endif
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#ifdef GLAD_OPTION_GL_MX
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GladGLContext context = {};
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#ifdef GLAD_OPTION_GL_LOADER
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int version = gladLoaderLoadGLContext(&context);
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#else
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int version = gladLoadGLContext(&context, glfwGetProcAddress);
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#endif
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#else
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#ifdef GLAD_OPTION_GL_LOADER
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int version = gladLoaderLoadGL();
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#else
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int version = gladLoadGL(glfwGetProcAddress);
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#endif
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#endif
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if (version == 0)
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{
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std::cout << "Failed to initialize OpenGL context" << std::endl;
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return -1;
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}
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std::cout << "Loaded OpenGL " << GLAD_VERSION_MAJOR(version) << "." << GLAD_VERSION_MINOR(version) << std::endl;
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#ifdef GLAD_OPTION_GL_DEBUG
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// before every opengl call call pre_gl_call
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glad_set_gl_pre_callback(pre_gl_call);
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// don't use the callbacks for glClear and glClearColor
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#ifdef GLAD_OPTION_GL_MX_GLOBAL
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glad_debug_glClear = gladGetGLContext()->Clear;
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glad_debug_glClearColor = gladGetGLContext()->ClearColor;
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#else
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glad_debug_glClear = glad_glClear;
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glad_debug_glClearColor = glad_glClearColor;
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#endif
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#endif
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// Define the viewport dimensions
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glViewport(0, 0, WIDTH, HEIGHT);
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// Game loop
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while (!glfwWindowShouldClose(window))
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{
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// Check if any events have been activated (key pressed, mouse moved etc.) and call corresponding response functions
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glfwPollEvents();
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// Render
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// Clear the colorbuffer
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Swap the screen buffers
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glfwSwapBuffers(window);
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}
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// Terminates GLFW, clearing any resources allocated by GLFW.
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glfwTerminate();
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return 0;
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}
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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