More boilerplate code
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3 changed files with 45 additions and 3 deletions
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@ -147,6 +147,8 @@ void onGLFWError(int errorCode, const char* error) {
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std::cerr << "GLFW error: " << error << " (error code: " << errorCode << ")\n";
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std::cerr << "GLFW error: " << error << " (error code: " << errorCode << ")\n";
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}
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}
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Shader::Program shader;
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int main() {
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int main() {
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glfwSetErrorCallback(onGLFWError);
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glfwSetErrorCallback(onGLFWError);
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glfwInit();
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glfwInit();
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@ -161,10 +163,13 @@ int main() {
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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Mesh::InstancedElements sphere = processMesh("../meshes/sphere.obj");
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Mesh::InstancedElements sphere = processMesh("../meshes/sphere.obj");
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Shader::Program shader;
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shader.add(readExternalFile("../shaders/vertex.glsl").c_str(), -1, GL_VERTEX_SHADER);
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{
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shader.add(readExternalFile("../shaders/fragment.glsl").c_str(), -1, GL_FRAGMENT_SHADER);
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std::string vertexCode = readExternalFile("../shaders/vertex.glsl");
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shader.add(vertexCode.c_str(), -1, GL_VERTEX_SHADER);
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std::string fragmentCode = readExternalFile("../shaders/fragment.glsl");
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shader.add(fragmentCode.c_str(), -1, GL_FRAGMENT_SHADER);
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}
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shader.link();
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shader.link();
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shader.use();
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shader.use();
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}
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}
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9
shaders/fragment.glsl
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9
shaders/fragment.glsl
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@ -0,0 +1,9 @@
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#version 330 core
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in vec2 vTexCoord;
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unfirom sampler2D aTexture0;
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void main() {
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gl_FragColor = texture(aTexture0, vTexCoord);
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}
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28
shaders/vertex.glsl
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28
shaders/vertex.glsl
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@ -0,0 +1,28 @@
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/*
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Copyright (C) 2021 hiimgoodpack
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aTexCoord;
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out vec2 vTexCoord;
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uniform mat4 aTransform;
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void main() {
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gl_Position = aTransform * vec4(aPosition, 1);
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vTexCoordd = aTexCoord;
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}
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