shaders + VOA
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71
pog.cpp
71
pog.cpp
@@ -42,6 +42,75 @@ int main() {
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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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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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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std::cin >> x;
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//compiling the shaders
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const char *vertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER); //compile code
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glShaderSource(vertexShader, 1, &vertexShaderSource, 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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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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} //check if compilation succesful
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const char *fragmentShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);"
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"}\0";
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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); //compile fragment shader
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram(); //create shader program
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//attaching shaders to our program
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glUseProgram(shaderProgram); //use it NOW
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//not needed anymore they're linked
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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//tell OpenGL's stupid existence how to interpret data
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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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// 0. copy our vertices array in a buffer for OpenGL to use
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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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// 1. then set the vertex attributes pointers
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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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// 2. use our shader program when we want to render an object
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glUseProgram(shaderProgram);
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// 3. now draw the object
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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