feat: opengl hello triangle
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@@ -1,3 +1,5 @@
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <QOpenGLWidget>
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#include <QOpenGLWidget>
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#include <iostream>
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#include <iostream>
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#include <QOpenGLFunctions_3_2_Core>
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#include <QOpenGLFunctions_3_2_Core>
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@@ -7,16 +9,78 @@ class MyGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_3_2_Core
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public:
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public:
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MyGLWidget(QWidget *parent) : QOpenGLWidget(parent) { }
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MyGLWidget(QWidget *parent) : QOpenGLWidget(parent) { }
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QSize sizeHint() const override { return QSize(-1, -1); }
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QSize sizeHint() const override { return QSize(-1, -1); }
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GLuint vao;
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GLuint shaderProgram;
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protected:
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protected:
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void initializeGL() override
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void initializeGL() override
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{
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{
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// Set up the rendering context, load shaders and other resources, etc.:
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// Set up the rendering context, load shaders and other resources, etc.:
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initializeOpenGLFunctions();
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initializeOpenGLFunctions();
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GLuint vao;
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glGenVertexArrays(1,&vao);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindVertexArray(vao);
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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GLuint vbo;
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// create buffer of vertices
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glGenBuffers(1, &vbo);
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// set purpose
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// store data in the buffer
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// vertex shader
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const std::string vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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GLuint vertexShader;
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// shader type
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glCreateShader(GL_VERTEX_SHADER);
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// convert source
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const GLchar* vertexShaderSourceC = vertexShaderSource.c_str();
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// create shader object
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glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
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// compile shader object
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glCompileShader(vertexShader);
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// fragment shader
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const std::string fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar* fragmentShaderSourceC = fragmentShaderSource.c_str();
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glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
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glCompileShader(fragmentShader);
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// create shader program
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shaderProgram = glCreateProgram();
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// attach shaders
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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// link program
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glLinkProgram(shaderProgram);
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// delete shaders now that the program is complete
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
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glEnableVertexAttribArray(0);
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QSurfaceFormat fmt = context()->format();
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QSurfaceFormat fmt = context()->format();
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
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@@ -34,6 +98,9 @@ protected:
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{
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{
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initializeOpenGLFunctions();
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initializeOpenGLFunctions();
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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}
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};
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};
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