Even more so called debugging
This commit is contained in:
60
src/main.c
60
src/main.c
@@ -8,13 +8,10 @@
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#include "Input.h"
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#include "Input.h"
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float pos[3] = {0.0f, 0.0f, 0.0f};
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float pos[3] = {0.0f, 0.0f, 0.0f};
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int main(int argc, char *argv[]) {
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int main(int argc, char *argv[]) {
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GLFWwindow* window;
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GLFWwindow* window = initOpenGL();
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window = initOpenGL();
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glfwSetKeyCallback(window, &key_pressed);
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glfwSetKeyCallback(window, &key_pressed);
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const float triangle[] = {
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const float triangle[] = {
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@@ -36,10 +33,7 @@ int main(int argc, char *argv[]) {
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};
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};
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// CreateShader
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// CreateShader
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char* vertex1 = "assets/shaders/vertex4.glsl\0";
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unsigned int shader1 = createShader("assets/shaders/vertex4.glsl\0", "assets/shaders/fragment4.glsl\0");
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char* fragment1 = "assets/shaders/fragment4.glsl\0";
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unsigned int shader1;
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shader1 = createShader(vertex1, fragment1);
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// Initialise VBO and VAO
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// Initialise VBO and VAO
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unsigned int VAO, VBO, EBO;
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unsigned int VAO, VBO, EBO;
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@@ -49,7 +43,7 @@ int main(int argc, char *argv[]) {
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(square), NULL, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(square), NULL, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@@ -60,19 +54,36 @@ int main(int argc, char *argv[]) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_DYNAMIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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float *buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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float *buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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memcpy(buffer, triangle, sizeof(triangle));
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memcpy(buffer, square, sizeof(square));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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unsigned int VAO1, VBO1;
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glGenVertexArrays(1, &VAO1);
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glGenBuffers(1, &VBO1);
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glBindVertexArray(VAO1);
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glBindBuffer(GL_ARRAY_BUFFER, VBO1);
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glBufferData(GL_ARRAY_BUFFER, sizeof(square), square, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// Create Texture
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// Create Texture
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unsigned int texture;
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unsigned int texture = createTexture("assets/textures/wall.jpg");
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texture = createTexture("assets/textures/wall.jpg");
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unsigned int transformLoc = glGetUniformLocation(shader1, "transform");
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unsigned int transformLoc = glGetUniformLocation(shader1, "transform");
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mat4x4 transform;
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mat4x4 transform;
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mat4x4_identity(transform);
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mat4x4_identity(transform);
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bool toogle=false;
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bool toogle=false;
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float prev_time=0, dt=0, timer=0, time=0;
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float prev_time=0, dt=0, timer=0, time=0;
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while(!glfwWindowShouldClose(window)) {
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while(!glfwWindowShouldClose(window)) {
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@@ -80,40 +91,47 @@ int main(int argc, char *argv[]) {
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dt = time - prev_time;
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dt = time - prev_time;
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prev_time = time;
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prev_time = time;
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// printf("dt: %f \n",dt*1000);
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//printf("dt: %f", dt);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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timer += dt;
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timer += dt;
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if(timer>= 1.5f){
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if(timer>= 1.5f){
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timer=0;
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timer=0;
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buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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if (toogle){
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if (toogle){
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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memcpy(buffer, triangle,sizeof(triangle));
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memcpy(buffer, triangle,sizeof(triangle));
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buffer[16]=0.5f;
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} else {
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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memcpy(buffer, square, sizeof(square));
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memcpy(buffer, square, sizeof(square));
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buffer[16]=0.0f;
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}
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}
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printf("%f ", buffer[16]);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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toogle = !toogle;
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toogle = !toogle;
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}
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}
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glClearColor(0.6f, 0.0f, 0.7f, 0.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shader1);
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glUseProgram(shader1);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(VAO);
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mat4x4_translate(transform, pos[0], pos[1], pos[2]);
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mat4x4_translate(transform, pos[0], pos[1], pos[2]);
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
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if(toogle){
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glBindVertexArray(VAO);
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if(!toogle){
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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} else {
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} else {
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glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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}
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glBindVertexArray(VAO1);
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glBindBuffer(GL_ARRAY_BUFFER, VBO1);
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mat4x4_translate(transform, 0, 0, 0);
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
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glDrawArrays(GL_POINTS, 0, 4);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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