Improved shader definition loader
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		@ -8,8 +8,6 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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    char* vertexCode = readFile(vertexShaderPath.c_str());
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    unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
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    spdlog::info(vertexCode);
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    glShaderSource(vertId, 1, &vertexCode, NULL);
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    glCompileShader(vertId);
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@ -53,8 +51,8 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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    }
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    delete[] vertexCode;
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    delete[] fragmentCode;
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    delete vertexCode;
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    delete fragmentCode;
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}
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@ -80,24 +78,14 @@ char* Shader::readFile (const char* filePath){
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    // Create a big enough buffer for the file
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    //calculate buffer size to prevent memory issues
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    size_t ChunksInBuffer =  filesize / Shader::CHUNK_SIZE;
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    size_t bufferSize = (ChunksInBuffer + 1) * Shader::CHUNK_SIZE;
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    size_t bufferSize = filesize + 3;
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    char* FileBuffer = new char[bufferSize];
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    memset(FileBuffer, '\0', bufferSize);
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    size_t bytesRead= 0;
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    // read the whole file
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    while( file.eof() == false){
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        file.read(FileBuffer + bytesRead, CHUNK_SIZE );
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        bytesRead += CHUNK_SIZE;
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    }
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    FileBuffer[filesize + 1] = '\0';
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    file.read(FileBuffer, filesize);
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    return FileBuffer;
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}
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										10
									
								
								MyGraphicsEngine/include/MyGraphicsEngine/Mesh.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								MyGraphicsEngine/include/MyGraphicsEngine/Mesh.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
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#pragma once
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#include <vector>
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class Mesh {
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public:
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	std::vector<float> vertices;
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	std::vector<int> elements;
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	std::vector<float> uv;
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};
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@ -1,5 +1,6 @@
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#pragma once 
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#include <glad/glad.h>
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#define GLFW_STATIC
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#include <GLFW/glfw3.h>
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@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main{
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	FragColor = vec4(0.0f, 1.0f, 0.0f , 1.0f);
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}
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