Finish Shaders with exercises
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8345b696d9
commit
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4
Makefile
4
Makefile
@ -1,7 +1,7 @@
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P=opengl
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OBJECTS=
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OBJECTS=libs/glad/glad.o
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CFLAGS=-g -Wall -Wextra -O0
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LDLIBS=-lglfw -lOpenGL
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LDLIBS=-lglfw -lOpenGL -lm
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INCLUDES=-I./libs/glad/include/
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CC=gcc
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RM=rm -vf
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114
lib.h
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114
lib.h
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@ -0,0 +1,114 @@
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#pragma once
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#include <string.h>
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void checkCode(int code, char* errorMsg) {
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if (code < 0) {
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fprintf(stderr, "Application Error %i: %s\n", code, errorMsg);
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exit(1);
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}
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}
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void* checkPtr(void *ptr, char* errorMsg) {
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if (ptr == NULL) {
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fprintf(stderr, "Application Error: %s\n", errorMsg);
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exit(1);
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}
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return ptr;
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}
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void checkShader(unsigned int shader, int statusFlag, char* actionName) {
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int success;
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glGetShaderiv(shader, statusFlag, &success);
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if (success < 0) {
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fprintf(stderr, "%s Error %i\n", actionName, success);
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exit(1);
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}
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}
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char* loadText(char* path) {
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char* buffer = NULL;
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long length;
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FILE* f = fopen(path, "rb");
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if (f) {
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fseek(f, 0, SEEK_END);
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length = ftell(f);
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fseek(f, 0, SEEK_SET);
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buffer = calloc(length, sizeof(char));
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if (buffer) {
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fread(buffer, 1, length, f);
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}
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fclose(f);
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}
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return buffer;
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}
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void checkCompileErrors(unsigned int object, char* type)
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{
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int success;
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char infoLog[1024];
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if (strcmp("PROGRAM", type))
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{
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glGetShaderiv(object, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(object, 1024, NULL, infoLog);
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fprintf(stderr, "| ERROR::SHADER: Compile-time error: Type: %s \n %s\n", type, infoLog);
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}
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}
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else
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{
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glGetProgramiv(object, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(object, 1024, NULL, infoLog);
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fprintf(stderr, "| ERROR::Shader: Link-time error: Type: %s \n %s\n", type, infoLog);
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}
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}
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}
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unsigned int compileShaderProgram(char* vertSrcPath, char* fragSrcPath, char* geoSrcPath) {
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unsigned int vertShader, fragShader, geoShader;
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char* vertSrc = checkPtr(loadText(vertSrcPath), "Error loading source file");
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vertShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertShader, 1, (const GLchar* const*)&vertSrc, NULL);
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glCompileShader(vertShader);
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checkCompileErrors(vertShader, "VERTEX");
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char* fragSrc = checkPtr(loadText(fragSrcPath), "Error loading source file");
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fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragShader, 1, (const GLchar* const*)&fragSrc, NULL);
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glCompileShader(fragShader);
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checkCompileErrors(fragShader, "FRAGMENT");
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char* geoSrc = NULL;
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if (geoSrcPath != NULL) {
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geoSrc = checkPtr(loadText(geoSrcPath), "Error loading source file");
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geoShader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geoShader, 1, (const GLchar* const*)&geoSrc, NULL);
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glCompileShader(geoShader);
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checkCompileErrors(geoShader, "GEOMETRY");
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}
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unsigned int program = glCreateProgram();
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glAttachShader(program, vertShader);
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glAttachShader(program, fragShader);
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if (geoSrcPath != NULL) {
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glAttachShader(program, geoShader);
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}
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glLinkProgram(program);
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checkCompileErrors(program, "PROGRAM");
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glDeleteShader(vertShader);
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glDeleteShader(fragShader);
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free(vertSrc);
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free(fragSrc);
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if (geoSrc != NULL) {
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free(geoSrc);
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}
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return program;
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}
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92
main.c
92
main.c
@ -1,27 +1,14 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#include "lib.h"
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int SCREEN_WIDTH = 1024;
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int SCREEN_HEIGHT = 768;
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void checkCode(int code, char* errorMsg) {
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if (code < 0) {
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fprintf(stderr, "Application Error %i: %s\n", code, errorMsg);
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exit(1);
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}
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}
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void* checkPtr(void *ptr, char* errorMsg) {
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if (ptr == NULL) {
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fprintf(stderr, "Application Error: %s\n", errorMsg);
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exit(1);
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}
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return ptr;
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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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(void)window;
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@ -36,46 +23,6 @@ void processInput(GLFWwindow *window)
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glfwSetWindowShouldClose(window, true);
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}
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const char* vertSrc =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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unsigned int compileVertShader() {
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertSrc, NULL);
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glCompileShader(vertexShader);
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int success;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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checkCode(success, "Failed to compile vertex shader");
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return vertexShader;
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}
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const char* fragSrc =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n";
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unsigned int compileFragShader() {
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragSrc, NULL);
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glCompileShader(fragmentShader);
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int success;
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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checkCode(success, "Failed to compile fragment shader");
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return fragmentShader;
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}
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int main(void) {
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glfwInit();
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@ -96,18 +43,8 @@ int main(void) {
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int vertexShader = compileVertShader();
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unsigned int fragmentShader = compileFragShader();
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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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int success = 0;
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glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success);
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checkCode(success, "Failed to link shader program");
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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GLuint shaderProgram =
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compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL);
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// float vertices[] = {
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// 0.5f, 0.5f, 0.0f, // top right
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@ -127,9 +64,9 @@ int main(void) {
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// };
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float v1[] = {
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-1.0f, -0.5f, 0.0f, // -0.5, -0.5
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0.0f, -0.5f, 0.0f,// 0.5, -0.5
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-0.5f, 0.5f, 0.0f// 0.0, 0.5
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-1.0f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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};
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float v2[] = {
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@ -140,7 +77,8 @@ int main(void) {
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GLuint vaos[2];
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GLuint vbos[2];
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unsigned int VBO1, VBO2, EBO;
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unsigned int VBO1, VBO2;
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// unsigned int EBO;
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glGenVertexArrays(2, vaos);
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// glGenBuffers(1, &EBO);
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glGenBuffers(2, vbos);
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glBindVertexArray(vaos[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(vaos[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
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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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float timeValue = glfwGetTime();
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float green = (sin(timeValue) / 2.0f) + 0.5f;
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glUseProgram(shaderProgram);
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int ourColorLoc = glGetUniformLocation(shaderProgram, "ourColor");
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glUniform4f(ourColorLoc, 0.0f, green, 0.0f, 1.0f);
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int offsetLoc = glGetUniformLocation(shaderProgram, "offset");
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glUniform1f(offsetLoc, 0.5f);
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glBindVertexArray(vaos[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(vaos[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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11
shaders/main.frag
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11
shaders/main.frag
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#version 330 core
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in vec3 vertexPos;
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in vec3 vertexColor;
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out vec4 FragColor;
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// uniform vec4 ourColor;
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void main() {
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FragColor = vec4(vertexPos, 1);
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}
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12
shaders/main.vert
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12
shaders/main.vert
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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 vec3 aColor;
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out vec3 vertexPos;
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out vec3 vertexColor;
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uniform float offset;
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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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vertexPos = vec3(abs(aPos.x), abs(aPos.y), abs(aPos.z));
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}
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