Shader exercises complete!
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2e529beafa
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2
Makefile
2
Makefile
@ -3,7 +3,7 @@ CFLAGS = -std=c++17 -O2
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LDFLAGS = -lglfw3 -lGL -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi
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OUT_NAME = LearnOpenGL
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build: src/main.cpp
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build: src/main.cpp src/shader.h
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mkdir -p build/
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$(CC) $(CFLAGS) -Ilib/GLAD/include -Ilib/glfw/include -o build/$(OUT_NAME) lib/GLAD/src/glad.c src/main.cpp $(LDFLAGS)
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11
shader.fs
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11
shader.fs
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@ -0,0 +1,11 @@
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#version 460 core
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out vec4 FragColor;
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in vec4 ourPosition;
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in vec3 ourColor;
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void main()
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{
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FragColor = ourPosition;// vec4(ourColor, 1.0f);
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}
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15
shader.vs
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15
shader.vs
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@ -0,0 +1,15 @@
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#version 460 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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uniform float HorizontalOffset;
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out vec3 ourColor;
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out vec4 ourPosition;
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void main(){
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gl_Position = vec4(-aPos.x + HorizontalOffset, aPos.yz , 1.0);
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ourColor = aColor;
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ourPosition = gl_Position;
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}
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93
src/main.cpp
93
src/main.cpp
@ -1,8 +1,11 @@
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#include <stdio.h>
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#include <cmath>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "shader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0,0, width, height);
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@ -41,82 +44,20 @@ int main() {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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// TODO: Load from disk
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const char* vertextShaderSource =
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"#version 460 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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"}\n";
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertextShaderSource, NULL);
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glCompileShader(vertexShader);
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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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printf ( "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n %s", infolog);
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}
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//TODO: load from disk
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const char* fragmentShaderSource =
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"#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";
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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(fragmentShader, 512 ,NULL,infolog);
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printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n %s", infolog);
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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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printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infolog);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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Shader shader("shader.vs", "shader.fs");
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top, right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
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};
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unsigned int indices[] = {
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0, 1,3, // first triangle
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1,2,3 // second triangle
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0, 1,2 // first triangle
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};
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// Vertex buffer objects!!
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@ -133,9 +74,12 @@ int main() {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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// Position attribute
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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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// Color attribute
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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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -150,11 +94,15 @@ int main() {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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shader.use();
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shader.setFloat("HorizontalOffset", .3);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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@ -162,7 +110,6 @@ int main() {
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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133
src/shader.h
Normal file
133
src/shader.h
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@ -0,0 +1,133 @@
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#pragma once
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#include <glad/glad.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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class Shader
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{
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public:
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unsigned int ID;// Program ID
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// Read and build the shader upon construction
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Shader(const char* vertexPath, const char* fragmentPath);
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// Activate the shader
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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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};
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Shader::Shader(const char* vertextPath, const char* fragmentPath)
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{
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// retrieve the vertex / fragment source code from filepath
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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(vertextPath);
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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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std::cout << "VertexShaderSource:\n\n" << vertexCode << std::endl;
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fragmentCode = fShaderStream.str();
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std::cout << "FragmentShaderSource:\n\n" << fragmentCode << std::endl;
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}
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catch(std::ifstream::failure e){
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl << e.what() << 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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// Compile Shaders
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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 shader
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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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// print any compile errors if there are any
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glGetShaderiv(vertex,GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
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}
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// fragment shader
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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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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if(!success){
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
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}
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// Shader Program
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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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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if(!success){
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << std::endl << infoLog << std::endl;
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}
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// delete shaders as they're now linked into our program and no longer necessary
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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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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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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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glUniform1f(glGetUniformLocation(ID, name.c_str()), value );
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}
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#version 460 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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