Modified CMake to now find and link GLEW
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 rendering
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118
src/GL_Testing.cpp
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118
src/GL_Testing.cpp
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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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