Slight tweaks to how CMake interacts with VS Added small OpenGL testing class which draws over the raycasted image Going to use Gl to start helping with debug / enabling hybrid renderingmaster
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#pragma once
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#include <string>
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#include <util.hpp>
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#define GLEW_STATIC
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#include <GL/glew.h>
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class GL_Testing
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{
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public:
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GL_Testing();
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~GL_Testing(){};
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enum Shader_Type {VERTEX, FRAGMENT};
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void compile_shader(std::string file_path, Shader_Type t);
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void create_program();
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void create_buffers();
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void draw();
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private:
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GLuint VBO; //raw points
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GLuint EBO; //link triangles
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GLuint VAO;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint shader_program;
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};
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#version 330 core
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out vec4 color;
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void main() {
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color = vec4(0.0f, 0.5f, 0.2f, 1.0f);
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}
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#version 330 core
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layout (location = 0) in vec3 position;
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void main() {
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gl_Position = vec4(position.x, position.y, position.z, 1.0);
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}
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#include "GL_Testing.h"
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GL_Testing::GL_Testing() {
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GLint err = glewInit();
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if (err) {
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std::cout << "error initializing glew" << std::endl;
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}
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}
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void GL_Testing::compile_shader(std::string file_path, Shader_Type t) {
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// Load in the source and cstring it
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const char* source;
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std::string tmp;
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tmp = read_file(file_path);
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source = tmp.c_str();
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GLint success;
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GLchar log[512];
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if (t == Shader_Type::VERTEX) {
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &source, NULL);
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glCompileShader(vertex_shader);
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex_shader, 512, NULL, log);
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std::cout << "Vertex shader failed compilation: " << log << std::endl;
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}
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} else if (t == Shader_Type::FRAGMENT) {
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &source, NULL);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment_shader, 512, NULL, log);
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std::cout << "Vertex shader failed compilation: " << log << std::endl;
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}
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}
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}
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void GL_Testing::create_program() {
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GLint success;
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GLchar log[512];
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shader_program = glCreateProgram();
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram(shader_program);
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glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shader_program, 512, NULL, log);
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std::cout << "Failed to link shaders into program: " << log << std::endl;
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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}
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void GL_Testing::create_buffers() {
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GLfloat vertices[] = {
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0.5f, 0.5f, 0.0f, // Top Right
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0.5f, -0.5f, 0.0f, // Bottom Right
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-0.5f, -0.5f, 0.0f, // Bottom Left
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-0.5f, 0.5f, 0.0f // Top Left
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};
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GLuint indices[] = { // Note that we start from 0!
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0, 1, 3 // First Triangle
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// Second Triangle
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};
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
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glBindVertexArray(0);
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}
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void GL_Testing::draw() {
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glUseProgram(shader_program);
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glBindVertexArray(VAO);
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//glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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//
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