Fix shader errs
This commit is contained in:
4
.gitignore
vendored
4
.gitignore
vendored
@@ -1,3 +1,3 @@
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!build/shader.v
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!build/vertex.glsl
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!build/shader.f
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!build/fragment.glsl
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build/
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build/
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9
build/fragment.glsl
Normal file
9
build/fragment.glsl
Normal file
@@ -0,0 +1,9 @@
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#version 460 core
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out vec4 fragcolor;
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void main(){
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fragcolor = vec4(1.0, 0.5, 0.2, 1.0);
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}
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@@ -1,6 +0,0 @@
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#version 460 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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@@ -1,7 +1,7 @@
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#version 460 core
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) in vec3 aPos;
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void main(){
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void main(){
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gl_Position = vec4(aPos, 1.0);
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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};
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}
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137
src/main.c
137
src/main.c
@@ -5,83 +5,80 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <stdio.h>
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#include <stdio.h>
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void keyfunc (RGFW_window* win, RGFW_key key, u8 keychar, RGFW_keymod keymod, RGFW_bool repeat, RGFW_bool pressed){
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void keyfunc(RGFW_window *win, RGFW_key key, u8 keychar, RGFW_keymod keymod,
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RGFW_bool repeat, RGFW_bool pressed) {
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RGFW_UNUSED(repeat);
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RGFW_UNUSED(repeat);
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if (key == RGFW_escape && pressed){
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if (key == RGFW_escape && pressed) {
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RGFW_window_setShouldClose(win, 1);
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RGFW_window_setShouldClose(win, 1);
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}
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}
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}
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}
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RGFW_window* SetupWindow(){
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RGFW_window *SetupWindow() {
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RGFW_glHints* hints = RGFW_getGlobalHints_OpenGL();
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RGFW_glHints *hints = RGFW_getGlobalHints_OpenGL();
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hints->major = 4;
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hints->major = 4;
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hints->minor = 6;
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hints->minor = 6;
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RGFW_setGlobalHints_OpenGL(hints);
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RGFW_setGlobalHints_OpenGL(hints);
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RGFW_window* win = RGFW_createWindow("PACMAN CLONE", 0,0, 800, 600, RGFW_windowCenter | RGFW_windowNoResize | RGFW_windowOpenGL | RGFW_windowHide);
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RGFW_window *win = RGFW_createWindow("PACMAN CLONE", 0, 0, 800, 600,
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RGFW_window_createContext_OpenGL(win, hints);
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RGFW_windowCenter | RGFW_windowNoResize |
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RGFW_window_show(win);
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RGFW_windowOpenGL | RGFW_windowHide);
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RGFW_window_createContext_OpenGL(win, hints);
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RGFW_window_show(win);
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RGFW_setKeyCallback(keyfunc);
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RGFW_setKeyCallback(keyfunc);
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RGFW_window_makeCurrentContext_OpenGL(win);
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RGFW_window_makeCurrentContext_OpenGL(win);
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// Initialize GLAD
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// Initialize GLAD
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if(!gladLoadGLLoader((GLADloadproc)RGFW_getProcAddress_OpenGL)){
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if (!gladLoadGLLoader((GLADloadproc)RGFW_getProcAddress_OpenGL)) {
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printf("Failed to load GLAD!" );
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printf("Failed to load GLAD!");
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return NULL;
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return NULL;
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}
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}
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return win;
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return win;
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}
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}
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long stat_GetSize(FILE* file ) {
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long stat_GetSize(FILE *file) {
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fseek(file, 0, SEEK_END);
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fseek(file, 0, SEEK_END);
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long size = ftell(file);
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long size = ftell(file);
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fseek(file, 0, SEEK_SET); // Reset to the beginning
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fseek(file, 0, SEEK_SET); // Reset to the beginning
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return size;
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return size;
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}
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}
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char* LoadFile(const char* Path)
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char *LoadFile(const char *Path) {
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{
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FILE *fptr;
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FILE* fptr;
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fptr = fopen(Path, "r");
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fptr = fopen(Path, "r");
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if( !fptr ){
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if (!fptr) {
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printf("Failed to open file" ) ;
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printf("Failed to open file");
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return NULL;
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return NULL;
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}
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}
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long size = stat_GetSize(fptr);
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long size = stat_GetSize(fptr);
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char* text = malloc(sizeof(char) * size);
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char *text = malloc(sizeof(char) * (size + 1));
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fread(text , size , 1, fptr);
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memset(text, 0x00, sizeof(char)*(size + 1));
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fread(text, size + 1, 1, fptr);
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fclose(fptr);
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fclose(fptr);
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return text;
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return text;
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}
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}
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uint CompileShader(const char *FilePath, GLenum ShaderType) {
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uint CompileShader (const char* FilePath , GLenum ShaderType ) {
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char *shdr_text = LoadFile(FilePath);
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char* shdr_text = LoadFile(FilePath);
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printf("%s\n" , shdr_text);
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uint shader = glCreateShader(ShaderType);
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uint shader = glCreateShader(ShaderType);
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glShaderSource(shader, 1, (const char**)&shdr_text, NULL);
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glShaderSource(shader, 1, (const char **)&shdr_text, NULL);
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glCompileShader(shader);
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glCompileShader(shader);
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int status;
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int status;
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char info[512];
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char info[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(!status){
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if (!status) {
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glGetShaderInfoLog(shader,512, NULL, info);
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glGetShaderInfoLog(shader, 512, NULL, info);
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const char* typename = ShaderType == GL_VERTEX_SHADER ? "VERTEX" : "FRAGMENT";
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const char *typename =
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ShaderType == GL_VERTEX_SHADER ? "VERTEX" : "FRAGMENT";
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printf("ERROR::SHADER::%s::COMPILATION %s\n", typename, info);
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printf("ERROR::SHADER::%s::COMPILATION %s\n", typename, info);
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}
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}
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free(shdr_text);
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free(shdr_text);
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return shader;
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return shader;
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}
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}
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float vertices[] = {
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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, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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-0.5f, 0.5f, 0.0f,
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};
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};
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uint indices[] = {
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uint indices[] = {0, 1, 3, 1, 2, 3};
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0,1,3,
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1,2,3
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};
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struct {
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struct {
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unsigned int shaderProgram;
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unsigned int shaderProgram;
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@@ -90,11 +87,11 @@ struct {
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unsigned int VBO;
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unsigned int VBO;
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} RenderVariables;
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} RenderVariables;
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void Setup(){
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void Setup() {
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// Load Vertex Shader
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// Load Vertex Shader
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uint vert_shader = CompileShader("shader.v", GL_VERTEX_SHADER);
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uint vert_shader = CompileShader("vertex.glsl", GL_VERTEX_SHADER);
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// Load Fragment Shader
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// Load Fragment Shader
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uint frag_shader = CompileShader("shader.f", GL_FRAGMENT_SHADER);
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uint frag_shader = CompileShader("fragment.glsl", GL_FRAGMENT_SHADER);
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RenderVariables.shaderProgram = glCreateProgram();
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RenderVariables.shaderProgram = glCreateProgram();
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glAttachShader(RenderVariables.shaderProgram, vert_shader);
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glAttachShader(RenderVariables.shaderProgram, vert_shader);
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@@ -103,7 +100,7 @@ void Setup(){
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glLinkProgram(RenderVariables.shaderProgram);
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glLinkProgram(RenderVariables.shaderProgram);
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int success;
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int success;
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glGetProgramiv(RenderVariables.shaderProgram, GL_LINK_STATUS, &success);
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glGetProgramiv(RenderVariables.shaderProgram, GL_LINK_STATUS, &success);
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if(!success){
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if (!success) {
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char log[512];
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char log[512];
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glGetProgramInfoLog(RenderVariables.shaderProgram, 512, NULL, log);
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glGetProgramInfoLog(RenderVariables.shaderProgram, 512, NULL, log);
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printf("LINK ERROR SHADERPROGRAM", log);
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printf("LINK ERROR SHADERPROGRAM", log);
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@@ -111,44 +108,42 @@ void Setup(){
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glDeleteShader(vert_shader);
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glDeleteShader(vert_shader);
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glDeleteShader(frag_shader);
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glDeleteShader(frag_shader);
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glGenVertexArrays(1,&RenderVariables.VAO);
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glGenVertexArrays(1, &RenderVariables.VAO);
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glGenBuffers(1,&RenderVariables.VBO);
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glGenBuffers(1, &RenderVariables.VBO);
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glGenBuffers(1,&RenderVariables.EBO);
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glGenBuffers(1, &RenderVariables.EBO);
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glBindVertexArray(RenderVariables.VAO);
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glBindVertexArray(RenderVariables.VAO);
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glBindBuffer(GL_ARRAY_BUFFER, RenderVariables.EBO);
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glBindBuffer(GL_ARRAY_BUFFER, RenderVariables.VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RenderVariables.EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RenderVariables.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,
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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, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0 );
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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int main (int argc, char **argv){
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int main(int argc, char **argv) {
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RGFW_window* win = SetupWindow();
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RGFW_window *win = SetupWindow();
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Setup();
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Setup();
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while ( RGFW_window_shouldClose(win) == RGFW_FALSE){
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while (RGFW_window_shouldClose(win) == RGFW_FALSE) {
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RGFW_event event;
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RGFW_event event;
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RGFW_pollEvents();
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RGFW_pollEvents();
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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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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glUseProgram(RenderVariables.shaderProgram);
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glUseProgram(RenderVariables.shaderProgram);
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glBindVertexArray(RenderVariables.VAO);
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glBindVertexArray(RenderVariables.VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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RGFW_window_swapBuffers_OpenGL(win);
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RGFW_window_swapBuffers_OpenGL(win);
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}
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RGFW_window_close(win);
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return 0;
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}
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RGFW_window_close(win);
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return 0;
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}
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}
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