triangle
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@ -106,7 +106,6 @@ ShaderProgram::ShaderProgram(Base base, string vertexSource,
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}
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}
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// finalizing our setup
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// finalizing our setup
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glUseProgram(this->program);
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glDeleteShader(this->vertex);
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glDeleteShader(this->vertex);
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glDeleteShader(this->frag);
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glDeleteShader(this->frag);
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}
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}
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@ -117,29 +116,79 @@ ShaderProgram::ShaderProgram(Base base, string vertexSource,
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*/
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*/
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int ShaderProgram::run(GLFWwindow *window) {
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int ShaderProgram::run(GLFWwindow *window) {
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if (this->base == Triangle) {
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if (this->base == Triangle) {
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vTriangle[] = {
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float vTriangle[] = {
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-0.5f, -0.5f, 0.0f, // opengl
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // treats 3d arrays
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // as large 1d arrays
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0.0f, 0.5f, 0.0f // top
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};
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};
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unsigned int oTriangle;
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glGenBuffers(1, &oTriangle);
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unsigned int VBOTriangle, VAOTriangle;
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glBindBuffer(GL_ARRAY_BUFFER, oTriangle);
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glGenVertexArrays(1, &VAOTriangle);
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glGenBuffers(1, &VBOTriangle);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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glBindVertexArray(VAOTriangle);
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glBindBuffer(GL_ARRAY_BUFFER, VBOTriangle);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered
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// VBO as the vertex attribute's bound vertex buffer object so afterwards we
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// can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// input
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// -----
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processInput(window);
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processInput(window);
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glClearColor(0.9f, 0.3f, 0.3f, 1.0f);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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glUseProgram(this->program);
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glBindVertexArray(VAOTriangle); // seeing as we only have a single VAO there's no
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// need to bind it every time, but we'll do so to
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// keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse
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// moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAOTriangle);
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glDeleteBuffers(1, &VBOTriangle);
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glDeleteProgram(this->program);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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return 0;
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} else // Empty
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} else // Empty
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{
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{
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// use the compiled shader
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return 0;
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glUseProgram(this->program);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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processInput(window);
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