Move VAO, VBO in classes
This commit is contained in:
@@ -15,6 +15,8 @@ add_executable(Fall-Fever
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Controller.cpp
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Window.cpp
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EventHandler.cpp
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ShaderProgram.cpp
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VertexBuffer.cpp
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)
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target_link_libraries(
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@@ -10,6 +10,9 @@
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#endif
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#include "Controller.h"
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#include "ShaderProgram.h"
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#include "VertexBuffer.h"
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#include "defines.h"
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Controller::Controller() {
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if(!glfwInit()) exit(-1);
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@@ -33,82 +36,40 @@ Controller::~Controller() {
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void Controller::run() {
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glClearColor(0.241f, 0.578f, 0.308f, 1.0f);
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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ShaderProgram shaderProgram("res/shaders/old.vs", "res/shaders/old.fs");
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shaderProgram.bind();
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int shaderProgram;
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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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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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Vertex vertices[] = {
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Vertex{-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f},
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Vertex{0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f},
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Vertex{0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f}
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};
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uint32_t numVertices = sizeof(vertices) / sizeof(Vertex);
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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VertexBuffer vertexBuffer(vertices, numVertices);
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vertexBuffer.unbind();
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// This is the game loop
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while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
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// Timing
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limit_framerate();
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std::cout << "FPS: " << 1/deltaTime << std::endl;
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static int slowdown = 0;
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if(slowdown++ == 60) {
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std::cout << "FPS: " << 1/deltaTime << std::endl;
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slowdown = 0;
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}
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// Update game
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// Render and buffer swap
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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vertexBuffer.bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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vertexBuffer.unbind();
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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// Check events, handle input
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gameEventHandler->handleEvents(gameWindow->getGLFWwindow());
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}
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13
Controller.h
13
Controller.h
@@ -26,17 +26,4 @@ private:
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double deltaTime;
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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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"}\0";
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};
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84
ShaderProgram.cpp
Normal file
84
ShaderProgram.cpp
Normal file
@@ -0,0 +1,84 @@
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#include <iostream>
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#include <string>
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#include "ShaderProgram.h"
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ShaderProgram::ShaderProgram(const char* vertexShaderFilename, const char* fragmentShaderFilename) {
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shaderProgramId = createShader(vertexShaderFilename, fragmentShaderFilename);
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}
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ShaderProgram::~ShaderProgram() {
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glDeleteProgram(shaderProgramId);
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}
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void ShaderProgram::bind() {
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glUseProgram(shaderProgramId);
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}
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void ShaderProgram::unbind() {
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glUseProgram(0);
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}
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GLuint ShaderProgram::createShader(const char* vertexShaderFilename, const char* framentShaderFilename) {
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std::string vertexShaderSource = parse(vertexShaderFilename);
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std::string fragmentShaderSource = parse(framentShaderFilename);
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GLuint program = glCreateProgram();
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GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
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GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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#ifdef _RELEASE
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glDetachShader(program, vs);
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glDetachShader(program, fs);
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glDeleteShader(vs);
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glDeleteShader(fs);
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#endif
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return program;
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}
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std::string ShaderProgram::parse(const char* filename) {
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FILE* file;
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file = fopen(filename, "rb");
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if(!file) {
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std::cout << "File " << filename << " not found!" << std::endl;
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exit(-1);
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}
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std::string contents;
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fseek(file, 0, SEEK_END);
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size_t filesize = ftell(file);
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rewind(file);
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contents.resize(filesize);
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fread(&contents[0], 1, filesize, file);
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fclose(file);
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return contents;
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}
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GLuint ShaderProgram::compile(std::string shaderSource, GLenum type) {
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GLuint shaderId = glCreateShader(type);
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const char* src = shaderSource.c_str();
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glShaderSource(shaderId, 1, &src, 0);
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glCompileShader(shaderId);
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int result;
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glGetShaderiv(shaderId, GL_COMPILE_STATUS, &result);
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if(result != GL_TRUE) {
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int length;
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glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &length);
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char* message = new char[length];
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glGetShaderInfoLog(shaderId, length, &length, message);
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std::cout << "Shader compile error: " << message << std::endl;
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delete[] message;
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return 0;
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}
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return shaderId;
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}
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24
ShaderProgram.h
Normal file
24
ShaderProgram.h
Normal file
@@ -0,0 +1,24 @@
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#pragma once
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#include <glad/glad.h>
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#include <string>
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class ShaderProgram {
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public:
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ShaderProgram(const char* vertexShaderFilename, const char* framentShaderFilename);
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~ShaderProgram();
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void bind();
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void unbind();
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private:
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std::string parse(const char* filename);
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GLuint compile(std::string shaderSource, GLenum type);
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GLuint createShader(const char* vertexShaderFilename, const char* framentShaderFilename);
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GLuint shaderProgramId;
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};
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32
VertexBuffer.cpp
Normal file
32
VertexBuffer.cpp
Normal file
@@ -0,0 +1,32 @@
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#include <cstddef>
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#include "VertexBuffer.h"
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#include "defines.h"
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VertexBuffer::VertexBuffer(void* data, uint32_t numVertices) {
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glGenBuffers(1, &bufferId);
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glBindBuffer(GL_ARRAY_BUFFER, bufferId);
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glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Vertex), data, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, x));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, r));
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glBindVertexArray(0);
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}
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VertexBuffer::~VertexBuffer() {
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glDeleteBuffers(1, &bufferId);
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}
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void VertexBuffer::bind() {
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glBindVertexArray(VAO);
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}
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void VertexBuffer::unbind() {
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glBindVertexArray(0);
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}
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20
VertexBuffer.h
Normal file
20
VertexBuffer.h
Normal file
@@ -0,0 +1,20 @@
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#pragma once
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#include <glad/glad.h>
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class VertexBuffer {
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public:
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VertexBuffer(void* data, uint32_t numVertices);
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~VertexBuffer();
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void bind();
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void unbind();
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private:
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GLuint bufferId;
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GLuint VAO;
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};
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7
res/shaders/old.fs
Normal file
7
res/shaders/old.fs
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@@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main() {
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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}
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7
res/shaders/old.vs
Normal file
7
res/shaders/old.vs
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@@ -0,0 +1,7 @@
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#version 330 core
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layout(location = 0) in vec3 aPos;
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void main() {
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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