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81
Cpp_Alias.hpp
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81
Cpp_Alias.hpp
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@ -0,0 +1,81 @@
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/*
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Title: C++ Aliasing Library
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Author: Edward R. Gonzalez
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Date:
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Description:
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This is a segment of the C++ Assist Library I use for other code.
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This merely removes the need to use operators I don't like and wraps them in easier to manage typedefs, functions or macros
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*/
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#pragma once
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// Macros
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#define sfn \
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auto
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#define deduce \
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auto
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#define Ref(_type) \
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_type&
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#define rRef(_type) \
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_type&&
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// Aliases
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// Fundamental
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using uInt64 = unsigned long long int;
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// Pointers
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template<typename Type>
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using ptr = Type*;
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template<typename ReturnType, typename... ParamTypes>
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using FnPtr = ReturnType(*)(ParamTypes...);
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// Strings
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template<typename CharType>
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using RawString = ptr<CharType>;
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// Enum
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enum class ExitCode
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{
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Success = EXIT_SUCCESS,
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Failed = EXIT_FAILURE
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};
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// Functions
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// Ptr
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template<typename Type>
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sfn Address(Ref(Type) _instance) -> ptr<Type>
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{
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return &_instance;
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}
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template<typename Type>
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sfn Dref(ptr<Type> _type) -> Ref(Type)
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{
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return *_type;
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}
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// Exit
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sfn Exit(ExitCode _code)
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{
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exit(int(_code));
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}
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273
DGL.hpp
Normal file
273
DGL.hpp
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@ -0,0 +1,273 @@
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#pragma once
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// C++ STL
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#include <iostream>
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#include <stdexcept>
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#include <vector>
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// GL
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#include <glew.h>
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#include <glfw3.h>
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#include "DGL_FundamentalTypes.hpp"
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#include "DGL_MiscTypes.hpp"
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#include "DGL_Enum.hpp"
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#include "DGL_Shader.hpp"
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#include "DGL_Buffers.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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namespace GL
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{
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// Aliases
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// C++ STL
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using std::cout;
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using std::endl;
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// GLFW
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using Monitor = GLFWmonitor ;
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using TimeValInt = uint64_t ;
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using TimeValDec = double ;
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using Window = GLFWwindow ;
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using WindowRefList = std::vector< ptr<Window> >;
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// Object Instances
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WindowRefList Windows;
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// Error Stuff
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sfn ErrorRuntime(Ref(std::runtime_error) _error)
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{
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cout << "Runtime error occurred: " << _error.what() << endl;
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return;
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}
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// Constants
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sfn constexpr NotShared () -> ptr<Window > { return NULL; }
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sfn constexpr WindowedMode() -> ptr<Monitor> { return NULL; }
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// Functionality
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sfn SwapBuffers(const ptr<Window> _window) -> void
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{
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glfwSwapBuffers(_window);
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return;
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}
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sfn CanClose(const ptr<Window> _theWindow)
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{
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return glfwWindowShouldClose(_theWindow);
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}
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sfn CreateWindow
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(
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int _width ,
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int _height ,
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RawString<const char> _title ,
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ptr <Monitor > _monitorToFullscreen ,
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ptr <Window > _windowToShareResourcesWith
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)
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-> ptr<Window>
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{
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Windows.push_back(glfwCreateWindow(_width, _height, _title, _monitorToFullscreen, _windowToShareResourcesWith));
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try
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{
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if (Windows.back() == NULL)
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{
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throw std::runtime_error("Failed to create a window");
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}
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}
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catch (std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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return Windows.back();
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}
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sfn DestoryWindow(const ptr<Window> _window)
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{
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using ElementType = decltype(Windows.begin());
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for (ElementType element = Windows.begin(); element != Windows.end(); element++)
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{
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if (*element == _window)
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{
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glfwDestroyWindow(_window);
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Windows.erase(element);
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}
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}
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return;
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}
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sfn GetTime() -> TimeValDec
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{
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return glfwGetTime();
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}
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sfn GetRawTime() -> TimeValInt
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{
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return glfwGetTimerValue();
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}
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sfn InitalizeGLFW()
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{
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try
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{
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std::cout << "Initializing GLFW Version: " << glfwGetVersionString() << std::endl;
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/* Initialize the library */
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if (!glfwInit())
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{
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throw std::runtime_error("Failed to initialize GLFW");
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}
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}
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catch (std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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return;
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}
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sfn InitalizeGLEW()
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{
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try
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{
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// If using GLEW version 1.13 or earlier
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//glewExperimental = true;
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std::cout << "Initializing Glew Version: " << glewGetString(GLEW_VERSION) << std::endl;
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GLenum err = glewInit();
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if (err != GLEW_OK)
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{
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// Problem: glewInit failed, something is seriously wrong.
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std::cout << "glewInit failed: " << glewGetErrorString(err) << std::endl;
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throw std::runtime_error("Failed to initialize GLFW");
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}
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cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
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}
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catch (std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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}
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sfn PollEvents()
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{
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glfwPollEvents();
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return;
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}
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sfn RunBasicWindowLoop(const ptr<Window> _window)
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{
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/* Loop until the user closes the window */
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while (not CanClose(_window))
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{
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ClearBuffer();
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SwapBuffers(_window);
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PollEvents();
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}
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return;
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}
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sfn RunBasicWindowLoop_Timed(const ptr<Window> _window, TimeValDec _interval, FnPtr<void> _renderProcedure)
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{
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TimeValDec start, end, deltaSinceClear = 0.0;
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while (not CanClose(_window))
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{
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start = GetTime();
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if (deltaSinceClear > _interval)
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{
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ClearBuffer();
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_renderProcedure();
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SwapBuffers(_window);
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PollEvents();
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}
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end = GetTime();
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deltaSinceClear = deltaSinceClear + end - start;
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}
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return;
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}
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sfn RunTimingLoop()
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{
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return;
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}
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sfn SetCurrentContext(const ptr<Window> _window)
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{
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try
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{
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glfwMakeContextCurrent(_window);
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ptr< RawString<const char> > ErrorMsg = NULL;
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int code = glfwGetError(ErrorMsg);
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if (code == GLFW_NO_WINDOW_CONTEXT)
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{
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throw std::runtime_error( Dref(ErrorMsg) );
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}
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}
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catch (std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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return;
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}
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sfn TerminateGLFW()
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{
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glfwTerminate();
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return;
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}
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}
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81
DGL_Buffers.hpp
Normal file
81
DGL_Buffers.hpp
Normal file
@ -0,0 +1,81 @@
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#pragma once
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// GLEW
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#include <glew.h>
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// DGL
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#include "DGL_FundamentalTypes.hpp"
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#include "DGL_MiscTypes.hpp"
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#include "DGL_Enum.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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namespace GL
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{
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sfn ClearBuffer()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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return;
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}
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sfn BindBuffer(EBufferTarget _targetType, ID<Buffer> _buffer)
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{
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glBindBuffer(GLenum(_targetType), _buffer);
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return;
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}
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sfn BindVertexArray(ptr<gUInt> _referenceToTrackArray)
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{
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glBindVertexArray(Dref(_referenceToTrackArray));
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return;
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}
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template<typename TypeOfData>
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sfn BufferData(ptr<TypeOfData> _data, EBufferTarget _targetType, EBufferUsage _usageType)
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{
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glBufferData(GLenum(_targetType), sizeof(TypeOfData), _data, GLenum(_usageType));
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return;
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}
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template<typename VertType>
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sfn FormatVertexAttributes
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(
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gUInt _attributeIndex ,
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EDataType _vertexComponenetType ,
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ptr<void> _firstVertexComponentLocation,
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||||
gInt _numberOfVertexComponents ,
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||||
EBool _shouldNormalize
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||||
)
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||||
{
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glVertexAttribPointer
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(
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_attributeIndex ,
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||||
_numberOfVertexComponents ,
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GLenum(_vertexComponenetType),
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GLenum(_shouldNormalize ),
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sizeof(VertType ),
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_firstVertexComponentLocation
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);
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}
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||||
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sfn GenerateBuffers(ptr<gUInt> _bufferReferencer, uInt64 _numberOfBuffersToReserve)
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{
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glGenBuffers(_numberOfBuffersToReserve, _bufferReferencer);
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return;
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}
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||||
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sfn GenerateVertexBuffers(ptr<gUInt> __referenceRetainerToBuffer, uInt64 _numOfObjectsToReserveFor)
|
||||
{
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glGenVertexArrays(_numOfObjectsToReserveFor, __referenceRetainerToBuffer);
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||||
|
||||
return;
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||||
}
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}
|
86
DGL_Enum.hpp
Normal file
86
DGL_Enum.hpp
Normal file
@ -0,0 +1,86 @@
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#pragma once
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// GLEW
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||||
#include <glew.h>
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||||
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||||
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||||
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namespace GL
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{
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enum class EBool
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{
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True = GL_TRUE ,
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False = GL_FALSE
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||||
};
|
||||
|
||||
enum class EBufferTarget
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{
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VertexAttributes = GL_ARRAY_BUFFER ,
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AtomicCounter = GL_ATOMIC_COUNTER_BUFFER ,
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CopySource = GL_COPY_READ_BUFFER ,
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CopyDestination = GL_COPY_WRITE_BUFFER ,
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||||
IndirectComputeDispatchCommands = GL_DISPATCH_INDIRECT_BUFFER ,
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||||
IndirectCommandArguments = GL_DRAW_INDIRECT_BUFFER ,
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VertexIndices = GL_ELEMENT_ARRAY_BUFFER ,
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PixelReadTarget = GL_PIXEL_PACK_BUFFER ,
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TextureDataSource = GL_PIXEL_UNPACK_BUFFER ,
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QueryResult = GL_QUERY_BUFFER ,
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ReadWriteShaderStorage = GL_SHADER_STORAGE_BUFFER ,
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TextureData = GL_TEXTURE_BUFFER ,
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TransformFeedback = GL_TRANSFORM_FEEDBACK_BUFFER,
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UniformBlockStorage = GL_UNIFORM_BUFFER
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};
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||||
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||||
enum class EBufferUsage
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{
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DynamicCopy = GL_DYNAMIC_COPY,
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DynamicDraw = GL_DYNAMIC_DRAW,
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DynamicRead = GL_DYNAMIC_READ,
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||||
StreamCopy = GL_STREAM_COPY,
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||||
StreamDraw = GL_STREAM_DRAW,
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||||
StreamRead = GL_STREAM_READ,
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||||
|
||||
StaticCopy = GL_STATIC_COPY,
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||||
StaticDraw = GL_STATIC_DRAW,
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StaticRead = GL_STATIC_READ
|
||||
};
|
||||
|
||||
enum class EDataType
|
||||
{
|
||||
Byte = GL_BYTE ,
|
||||
UnsignedByte = GL_UNSIGNED_BYTE ,
|
||||
Short = GL_SHORT ,
|
||||
UnsignedShort = GL_UNSIGNED_SHORT,
|
||||
Int = GL_INT ,
|
||||
UnsignedInt = GL_UNSIGNED_INT ,
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||||
Fixed = GL_FIXED ,
|
||||
Half = GL_HALF_FLOAT ,
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||||
Float = GL_FLOAT ,
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||||
Double = GL_DOUBLE
|
||||
};
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||||
|
||||
enum class EShaderType
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||||
{
|
||||
Vertex = GL_VERTEX_SHADER ,
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||||
Fragment = GL_FRAGMENT_SHADER
|
||||
};
|
||||
|
||||
enum class EPrimitives
|
||||
{
|
||||
Points = GL_POINTS,
|
||||
|
||||
Lines = GL_LINES ,
|
||||
LineStrip = GL_LINE_STRIP,
|
||||
LineLoop = GL_LINE_LOOP ,
|
||||
|
||||
Triangles = GL_TRIANGLES ,
|
||||
TriangleStrip = GL_TRIANGLE_STRIP,
|
||||
TriangleFan = GL_TRIANGLE_FAN ,
|
||||
|
||||
Quads = GL_QUADS ,
|
||||
QuadsStrip = GL_QUAD_STRIP,
|
||||
|
||||
Patches = GL_PATCHES
|
||||
};
|
||||
}
|
17
DGL_FundamentalTypes.hpp
Normal file
17
DGL_FundamentalTypes.hpp
Normal file
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
// GLEW
|
||||
#include <glew.h>
|
||||
|
||||
|
||||
|
||||
namespace GL
|
||||
{
|
||||
// Fundamental Types
|
||||
|
||||
using gChar = GLchar ;
|
||||
using gFloat = GLfloat;
|
||||
using gInt = GLint ;
|
||||
using gUInt = GLuint ;
|
||||
using gSize = GLsizei;
|
||||
}
|
29
DGL_MiscTypes.hpp
Normal file
29
DGL_MiscTypes.hpp
Normal file
@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
|
||||
// OpenGL
|
||||
#include <glew.h>
|
||||
|
||||
// Duck Tape
|
||||
#include "DGL_FundamentalTypes.hpp"
|
||||
|
||||
// Non-Standard C++
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
namespace GL
|
||||
{
|
||||
// Made up types.
|
||||
|
||||
template<typename ReferenceType>
|
||||
using ID = gUInt;
|
||||
|
||||
// ID Reference Types
|
||||
|
||||
class Buffer ;
|
||||
class Shader ;
|
||||
class ShaderProgram;
|
||||
|
||||
using DataPtr = ptr<GLvoid>;
|
||||
using VertexBuffer = gUInt ;
|
||||
}
|
126
DGL_Shader.hpp
Normal file
126
DGL_Shader.hpp
Normal file
@ -0,0 +1,126 @@
|
||||
#pragma once
|
||||
|
||||
// C++
|
||||
#include <cstdarg>
|
||||
|
||||
//DGL
|
||||
#include "DGL_FundamentalTypes.hpp"
|
||||
#include "DGL_MiscTypes.hpp"
|
||||
#include "DGL_Enum.hpp"
|
||||
|
||||
|
||||
|
||||
namespace GL
|
||||
{
|
||||
// Some Raw Source Defaults:
|
||||
|
||||
RawString<const char> RawVertextShaderSource =
|
||||
"#version 330 core\n"
|
||||
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||
"}\0";
|
||||
|
||||
RawString<const char> RawFragmentShaderSource =
|
||||
"#version 400\n"
|
||||
|
||||
"out vec4 frag_colour;"
|
||||
|
||||
"void main() {"
|
||||
|
||||
" frag_colour = vec4(0.5, 0.0, 0.5, 1.0);"
|
||||
|
||||
"}";
|
||||
|
||||
|
||||
// Functions
|
||||
|
||||
sfn AttachShader(ID<ShaderProgram> _shaderProgram, ID<Shader> _shaderToAttach)
|
||||
{
|
||||
glAttachShader(_shaderProgram, _shaderToAttach);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn BindShaderSource(ID<Shader> _shader, uInt64 _numberOfStringElements, ptr< RawString<const gChar>> _sourceCode, ptr<const gInt> _lengthsOfStrings)
|
||||
{
|
||||
glShaderSource(_shader, _numberOfStringElements, _sourceCode, _lengthsOfStrings);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn CompileShader(ID<Shader> _shaderToCompile)
|
||||
{
|
||||
glCompileShader(_shaderToCompile);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn CreateShader(EShaderType _typeOfShader) -> ID<Shader>
|
||||
{
|
||||
return glCreateShader(GLenum(_typeOfShader));
|
||||
}
|
||||
|
||||
sfn CreateShaderProgram() -> ID<ShaderProgram>
|
||||
{
|
||||
return glCreateProgram();
|
||||
}
|
||||
|
||||
sfn DeleteShader(ID<Shader> _shaderToDelete)
|
||||
{
|
||||
glDeleteShader(_shaderToDelete);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn LinkProgramShader(ID<ShaderProgram> _shaderProgramToLink)
|
||||
{
|
||||
glLinkProgram(_shaderProgramToLink);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn UseProgramShader(ID<ShaderProgram> _shaderProgramToUse)
|
||||
{
|
||||
glUseProgram(_shaderProgramToUse);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Raw Tape
|
||||
|
||||
sfn MakeShader
|
||||
(
|
||||
Ref(ID<Shader>) _shaderIDHolder ,
|
||||
EShaderType _typeOfShader ,
|
||||
uInt64 _numberOfStringElements,
|
||||
ptr<RawString<const gChar>> _sourceCode ,
|
||||
ptr< const gInt > _lengthsOfStrings
|
||||
)
|
||||
{
|
||||
_shaderIDHolder = CreateShader(_typeOfShader);
|
||||
|
||||
BindShaderSource(_shaderIDHolder, _numberOfStringElements, _sourceCode, _lengthsOfStrings);
|
||||
|
||||
CompileShader(_shaderIDHolder);
|
||||
}
|
||||
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, ID<Shader> _shadersToAttach...)
|
||||
{
|
||||
_shaderProgramIDHolder = CreateShaderProgram();
|
||||
|
||||
va_list args;
|
||||
|
||||
va_start(args, _shadersToAttach);
|
||||
|
||||
AttachShader(_shaderProgramIDHolder, va_arg(args, ID<Shader>));
|
||||
|
||||
va_end(args);
|
||||
|
||||
LinkProgramShader(_shaderProgramIDHolder);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user