2024-09-30 13:43:43 +01:00
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#define GLFW_INCLUDE_NONE
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2026-01-23 09:47:27 +00:00
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#include "glad.h"
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2024-09-30 13:43:43 +01:00
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#include <GLFW/glfw3.h>
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2026-01-23 09:47:27 +00:00
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#include <stdbool.h>
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2024-09-30 13:43:43 +01:00
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// GLFW constants used below
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int CONTEXT_VERSION_MAJOR = GLFW_CONTEXT_VERSION_MAJOR;
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int DEPRECATED = GLFW_DECORATED;
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int GLFW_FFI_FALSE = GLFW_FALSE;
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// GLFW functions used below
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void init() {
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glfwInit();
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}
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void windowHint(int hint, int value) {
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glfwWindowHint(hint, value);
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}
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GLFWwindow* createWindow(int width, int height, const char *title) {
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return glfwCreateWindow(width, height, title, NULL, NULL);
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}
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void terminate() {
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glfwTerminate();
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}
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void makeContextCurrent(GLFWwindow* window) {
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glfwMakeContextCurrent(window);
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}
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bool windowShouldClose(GLFWwindow *window) {
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glfwWindowShouldClose(window);
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}
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void waitEvents() {
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glfwWaitEvents();
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}
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void swapBuffers(GLFWwindow *window) {
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glfwSwapBuffers(window);
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}
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2024-11-11 05:27:20 +00:00
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void setClipboardString (GLFWwindow *window, const char *copyString) {
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glfwSetClipboardString(window, copyString);
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}
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2026-01-23 09:47:27 +00:00
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void loadGlad() {
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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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}
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// OpenGL constants used below
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unsigned int VERTEX_SHADER = GL_VERTEX_SHADER;
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unsigned int FRAGMENT_SHADER = GL_FRAGMENT_SHADER;
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unsigned int TRIANGLES = GL_TRIANGLES;
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unsigned int STATIC_DRAW = GL_STATIC_DRAW;
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unsigned int DYNAMIC_DRAW = GL_DYNAMIC_DRAW;
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// OpenGL functions used below
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void enableDepthTest() {
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glEnable(GL_DEPTH_TEST);
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}
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void viewport(int width, int height) {
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glViewport(0, 0, width, height);
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}
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void clearColor(float r, float g, float b, float a) {
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glClearColor(r, g, b, a);
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}
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void clear() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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unsigned int createBuffer() {
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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return buffer;
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}
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void bindBuffer(unsigned int buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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}
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void bufferData(float* vector, int vectorLength, unsigned int updateMode) {
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vectorLength, vector, updateMode);
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}
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unsigned int createShader(unsigned int shaderType) {
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return glCreateShader(shaderType);
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}
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void shaderSource(unsigned int shader, const char *sourceString) {
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glShaderSource(shader, 1, &sourceString, NULL);
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}
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void compileShader(unsigned int shader) {
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glCompileShader(shader);
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}
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void deleteShader(unsigned int shader) {
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glDeleteShader(shader);
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}
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void vertexAttribPointer(int location, int numVecComponents, int stride, int offset) {
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glVertexAttribPointer(location, numVecComponents, GL_FLOAT, GL_FALSE, stride * sizeof(float), (void*)offset);
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}
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void enableVertexAttribArray(int location) {
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glEnableVertexAttribArray(location);
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}
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unsigned int createProgram() {
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return glCreateProgram();
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}
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void attachShader(unsigned int program, unsigned int shader) {
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glAttachShader(program, shader);
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}
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void linkProgram(unsigned int program) {
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glLinkProgram(program);
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}
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void useProgram(unsigned int program) {
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glUseProgram(program);
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}
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void deleteProgram(unsigned int program) {
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glDeleteProgram(program);
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}
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void drawArrays(unsigned int drawMode, int startIndex, int numVertices) {
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glDrawArrays(drawMode, startIndex, numVertices);
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}
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int getUniformLocation(unsigned int program, const char *uniformName) {
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glGetUniformLocation(program, uniformName);
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}
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void uniform4f(int uniformLocation, float a, float b, float c, float d) {
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glUniform4f(uniformLocation, a, b, c, d);
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}
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