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https://github.com/bdrtr/GLFW-openGL.git
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1.0
This commit is contained in:
commit
b0036a2426
7
Makefile
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7
Makefile
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main: main.cpp
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g++ -o main main.cpp -lGL -lglfw3 -lGL -lX11 -lpthread -lXrandr -lXi -ldl
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clean: main
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rm -r main
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BIN
awesomeface.png
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BIN
awesomeface.png
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Binary file not shown.
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After Width: | Height: | Size: 58 KiB |
188
main.cpp
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188
main.cpp
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#include <GLES3/gl3.h>
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#include <EGL/egl.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "shader.h"
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#include <iostream>
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float vertices[] = { //cube
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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int main() {
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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, "3B", NULL, NULL);
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if (window == NULL) {
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std::cout << "error 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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glEnable(GL_DEPTH_TEST);
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//VAO, VBO, EBO
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unsigned int VAO, VBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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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))
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*) (3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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//texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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int width, height, nrChannels;
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unsigned char * data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
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if (data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "error picture load" << std::endl;
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}
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stbi_image_free(data);
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//
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//shader read
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Shader myShader("shaders/shader.vs","shaders/shader.fs");
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//matrix - donme ve 3 boyut
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while( !glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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myShader.use();
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glBindVertexArray(VAO);
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int modelLoc = glGetUniformLocation(myShader.ID, "model");
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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int viewLoc = glGetUniformLocation(myShader.ID, "view");
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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int projectionLoc = glGetUniformLocation(myShader.ID, "projection");
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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142
shader.h
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142
shader.h
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#ifndef SHADER_H
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#define SHADER_H
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#include <GLES3/gl3.h>
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#include <EGL/egl.h>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <stdlib.h>
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class Shader {
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public:
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unsigned int ID;
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Shader(const GLchar* vertexPath, const GLchar* fragmentPath);
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void use();
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void setBool(const std::string &name, bool value) const;
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void setInt(const std::string &name, int value) const;
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void setFloat(const std::string &name, float value) const;
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void checkCompileErrors(unsigned int shader, std::string type);
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};
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Shader::Shader(const GLchar* vertexPath, const GLchar* fragmentPath) {
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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} catch (std::ifstream::failure e) {
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std::cout << "ERROR" << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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checkCompileErrors(vertex, "VERTEX");
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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};
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void Shader:: use() {
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glUseProgram(ID);
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};
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void Shader::setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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};
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void Shader::setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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};
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void Shader::setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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};
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void Shader::checkCompileErrors(unsigned int shader, std::string type)
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{
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int success;
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char infoLog[1024];
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if (type != "PROGRAM")
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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else
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{
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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}
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#endif
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12
shaders/shader.fs
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12
shaders/shader.fs
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@ -0,0 +1,12 @@
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#version 330 core
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out vec4 Texture;
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in vec2 texCoord;
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uniform sampler2D atexture;
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void main() {
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Texture = texture(atexture, texCoord);
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}
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15
shaders/shader.vs
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15
shaders/shader.vs
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 atexCoord;
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out vec2 texCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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texCoord = atexCoord;
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}
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7988
stb_image.h
Normal file
7988
stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
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