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#include <glad/glad.h> // Must be included before GLFW
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#include <GLFW/glfw3.h>
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#include <iostream>
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// Window dimensions
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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// Shaders (in GLSL - OpenGL Shading Language)
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// Vertex Shader: Positions the vertices
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const char *vertexShaderSource = R"glsl(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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)glsl";
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// Fragment Shader: Colors the pixels (fragments)
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const char *fragmentShaderSource = R"glsl(
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); // An orange color
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}
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)glsl";
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// Callback function for when the window is resized
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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int main() {
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// 1. --- Initialize GLFW ---
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
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}
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // For macOS
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#endif
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// 2. --- Create a Window ---
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "HelloTriangle", NULL, NULL);
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if (window == NULL) {
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std::cerr << "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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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// 3. --- Initialize GLAD ---
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cerr << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// 4. --- Compile Shaders ---
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// Vertex Shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// Check for compilation errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Fragment Shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// Check for compilation errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Link shaders into a Shader Program
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// Check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader); // Shaders are linked, we can delete them
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glDeleteShader(fragmentShader);
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// 5. --- Set up Vertex Data and Buffers ---
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// A triangle has 3 vertices, each with 3 coordinates (x, y, z)
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float vertices[] = {
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // top
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};
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO); // 1. Create Vertex Array Object (VAO)
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glGenBuffers(1, &VBO); // 2. Create Vertex Buffer Object (VBO)
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glBindVertexArray(VAO); // 3. Bind the VAO
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glBindBuffer(GL_ARRAY_BUFFER, VBO); // 4. Bind the VBO
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// 5. Copy vertex data into VBO's memory
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 6. Tell OpenGL how to interpret the vertex data
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0); // Enable the vertex attribute (location 0)
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// Unbind VBO and VAO (optional, but good practice)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// 6. --- The Render Loop ---
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while (!glfwWindowShouldClose(window)) {
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// Input (e.g., close window on ESC)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// Rendering
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f); // Set background color
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glClear(GL_COLOR_BUFFER_BIT);
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// Draw the triangle
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glUseProgram(shaderProgram); // Use our shader program
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glBindVertexArray(VAO); // Bind the VAO (our triangle's "recipe")
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glDrawArrays(GL_TRIANGLES, 0, 3); // Draw it!
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// Swap buffers and poll for events
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// 7. --- Cleanup ---
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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glfwTerminate(); // Clean up GLFW
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return 0;
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}
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