i copied a gemini generated script. Ill probly look more into it tomorrow and try to understand it on the weekend
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73
main.cpp
73
main.cpp
@@ -1,6 +1,75 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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// Settings
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constexpr unsigned int SCR_WIDTH = 800;
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constexpr unsigned int SCR_HEIGHT = 600;
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// Shader sources (usually from file, kept here for simplicity)
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const char* 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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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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int main() {
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std::cout << "Hello, World!" << std::endl;
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return 0;
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// 1. Init
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glfwInit();
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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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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGL Triangle", nullptr, nullptr);
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if (window == nullptr) {
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std::cout << "Failed to create GLDW 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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// 2. Load OpenGL function pointers
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// 3. Build and 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, nullptr);
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glCompileShader(vertexShader);
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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, nullptr);
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glCompileShader(fragmentShader);
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// Link shaders into a 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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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// 4. Set up vertex data (Normalized Device Coordinates)
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float verticies[] = {
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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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glCenVertextArrays(1, &VAO);
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}
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