Matrices and transformations
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58cca1db34
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48
.vscode/settings.json
vendored
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48
.vscode/settings.json
vendored
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@ -0,0 +1,48 @@
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{
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"files.associations": {
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"array": "cpp",
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"atomic": "cpp",
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"*.tcc": "cpp",
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"cctype": "cpp",
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"clocale": "cpp",
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"cmath": "cpp",
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"cstdarg": "cpp",
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"cstddef": "cpp",
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"cstdint": "cpp",
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"cstdio": "cpp",
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"cstdlib": "cpp",
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"cwchar": "cpp",
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"cwctype": "cpp",
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"deque": "cpp",
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"unordered_map": "cpp",
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"vector": "cpp",
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"exception": "cpp",
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"algorithm": "cpp",
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"functional": "cpp",
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"iterator": "cpp",
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"memory": "cpp",
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"memory_resource": "cpp",
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"numeric": "cpp",
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"optional": "cpp",
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"random": "cpp",
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"string": "cpp",
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"string_view": "cpp",
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"system_error": "cpp",
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"tuple": "cpp",
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"type_traits": "cpp",
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"utility": "cpp",
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"fstream": "cpp",
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"initializer_list": "cpp",
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"iosfwd": "cpp",
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"iostream": "cpp",
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"istream": "cpp",
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"limits": "cpp",
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"new": "cpp",
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"ostream": "cpp",
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"sstream": "cpp",
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"stdexcept": "cpp",
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"streambuf": "cpp",
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"cinttypes": "cpp",
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"typeinfo": "cpp"
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}
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}
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6
Makefile
6
Makefile
@ -3,10 +3,10 @@ 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 src/shader.h
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build: src/*.cpp src/*.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 $(LDFLAGS)
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$(CC) $(CFLAGS) -Ilib/GLAD/include -Ilib/glfw/include -o build/$(OUT_NAME) lib/GLAD/src/glad.c src/*.cpp $(LDFLAGS)
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run: build/$(OUT_NAME)
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run: build build/$(OUT_NAME)
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./build/$(OUT_NAME)
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BIN
Textures/awesomeface.png
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BIN
Textures/awesomeface.png
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Binary file not shown.
After Width: | Height: | Size: 58 KiB |
BIN
Textures/container.jpg
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BIN
Textures/container.jpg
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Binary file not shown.
After Width: | Height: | Size: 181 KiB |
BIN
Textures/wall.jpg
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BIN
Textures/wall.jpg
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Binary file not shown.
After Width: | Height: | Size: 251 KiB |
@ -1,11 +1,12 @@
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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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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = ourPosition;// vec4(ourColor, 1.0f);
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FragColor = mix(texture(texture1, TexCoord) , texture(texture2, vec2(-TexCoord.x , TexCoord.y)), 0.2);
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}
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15
shader.vs
15
shader.vs
@ -1,15 +1,18 @@
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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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layout (location=2) in vec3 aColor;
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layout (location=1) in vec2 aTexCoord;
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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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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 TexCoord;
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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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gl_Position = projection * view * model * vec4(aPos , 1.0);
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TexCoord = aTexCoord;
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}
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227
src/main.cpp
227
src/main.cpp
@ -4,6 +4,12 @@
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#include <glad/glad.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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#include "stb_image.h"
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#include "shader.h"
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@ -18,7 +24,7 @@ void processInput( GLFWwindow* window){
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}
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int main() {
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printf("Hello OpenGL!");
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printf("Hello OpenGL!\n");
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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@ -27,14 +33,14 @@ int main() {
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if( window == NULL){
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printf("Failed to create GLFW window!");
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printf("Failed to create GLFW window!\n");
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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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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
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printf("Failed to initialize GLAD!");
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printf("Failed to initialize GLAD!\n");
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return -1;
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}
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@ -42,26 +48,64 @@ int main() {
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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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, 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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-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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};
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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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unsigned int indices[] = {
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0, 1,2 // first triangle
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};
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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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/* 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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}; */
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// Vertex buffer objects!!
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unsigned int VBO, VAO, EBO;
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/* unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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@ -72,37 +116,166 @@ int main() {
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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), indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); */
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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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/* // Position attribute
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glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 8 * 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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glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE, 8 * 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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// texture attribute
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glVertexAttribPointer(2,2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
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glEnableVertexAttribArray(2); */
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glBindVertexArray(0);
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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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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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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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// texture coord attribute
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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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int width, height, nrChannels;
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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unsigned char* data = stbi_load("Textures/container.jpg", &width, &height, &nrChannels,0);
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if(data){
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std::cout<< width << " x " << height << std::endl;
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glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else{
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std::cout << "Failed to load texture!" << std::endl;
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}
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stbi_image_free(data);
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int width2, height2, nrChannels2;
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unsigned int texture2;
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glGenTextures(1, &texture2);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_set_flip_vertically_on_load(true);
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unsigned char* data2 = stbi_load("Textures/awesomeface.png", &width2, &height2, &nrChannels2,0);
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if(data2){
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std::cout<< width2 << " x " << height2 << std::endl;
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glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else{
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std::cout << "Failed to load texture!" << std::endl;
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}
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stbi_image_free(data2);
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// WireFrame mode
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shader.use();
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shader.setInt("texture1",0);
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shader.setInt("texture2",1);
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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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glEnable(GL_DEPTH_TEST);
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while(!glfwWindowShouldClose(window))
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{
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processInput(window);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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// create transformations
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glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);
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// Pass a matrix to the shader
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unsigned int ModelMatrixLoc = glGetUniformLocation(shader.ID, "model");
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glUniformMatrix4fv(ModelMatrixLoc, 1, GL_FALSE, glm::value_ptr(model));
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unsigned int ViewMatrixLoc = glGetUniformLocation(shader.ID, "view");
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glUniformMatrix4fv(ViewMatrixLoc, 1, GL_FALSE, &view[0][0]);
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unsigned int ProjectionMatrixLoc = glGetUniformLocation(shader.ID, "projection");
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glUniformMatrix4fv(ProjectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
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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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for(unsigned int i = 0; i < 10; i++){
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glm::mat4 model = glm::mat4(1.0);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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shader.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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@ -20,6 +20,7 @@ class Shader
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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;
|
||||
void setFloat(const std::string &name, float value)const;
|
||||
void setMat4(const std::string &name, glm::mat4 value)const;
|
||||
|
||||
|
||||
};
|
||||
@ -130,4 +131,8 @@ void Shader::setInt(const std::string &name, int value) const{
|
||||
|
||||
void Shader::setFloat(const std::string &name, float value) const{
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value );
|
||||
}
|
||||
|
||||
void Shader::setMat4(const std::string &name, glm::mat4 value)const{
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &value[0][0] );
|
||||
}
|
3
src/stb_image.cpp
Normal file
3
src/stb_image.cpp
Normal file
@ -0,0 +1,3 @@
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
|
7897
src/stb_image.h
Normal file
7897
src/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
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Reference in New Issue
Block a user