uniforms
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@@ -1,7 +1,10 @@
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#version 150 core
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#version 130
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out vec4 outColor;
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in vec3 Colour;
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out vec4 outColour;
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uniform vec3 triangleColour;
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void main() {
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outColor = vec4(1.0, 1.0, 1.0, 1.0);
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outColour = vec4(Colour, 1.0);
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}
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@@ -1,8 +1,12 @@
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#version 150 core
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#version 130
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in vec2 position;
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in vec3 colour;
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out vec3 Colour;
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void main() {
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Colour = colour;
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gl_Position = vec4(position, 0.0, 1.0);
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// Equivilent to vec4(position.x, position.y, 0.0, 1.0)
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}
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@@ -3,9 +3,23 @@
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <fstream>
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#include <chrono>
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#include <string>
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#include <map>
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void GLAPIENTRY MessageCallback(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam) {
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fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
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(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
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type, severity, message);
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}
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class Game {
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public:
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SDL_Window* window = nullptr;
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@@ -108,13 +122,19 @@ int main(int argc, char** argv) {
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game->isWindowClosed = false;
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// Set GL error handling callback
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// glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(MessageCallback, 0);
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// Set GL clear colour (light blue)
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glClearColor(0.1f, 0.45f, 0.9f, 1.0f);
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// GL Screen coordinates of a 2D triangle
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// GL Screen coordinates of a 2D triangle followed by the colour
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GLint numOfVerticies = 15;
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float vertices[] = {
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0.0f, 0.5f, // Vertex 1 (X, Y)
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0.5f, -0.5f, // Vertex 2 (X, Y)
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-0.5f, -0.5f // Vertex 3 (X, Y)
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f, // Vertex 1: (X, Y, R, G, B)
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // Vertex 2: (X, Y, R, G, B)
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f // Vertex 3: (X, Y, R, G, B)
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};
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// Generate a vertex array object
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@@ -129,7 +149,7 @@ int main(int argc, char** argv) {
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// Binding buffer to GPU
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// Copy vertex data to the vertex buffer already on the GPU
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * 6, vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * numOfVerticies, vertices, GL_STATIC_DRAW);
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// Load, compile, apply and link shader programs
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if (!loadShader(readShader("shaders/simple.vert"), GL_VERTEX_SHADER , "simpleVert") ||
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@@ -137,22 +157,28 @@ int main(int argc, char** argv) {
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return 0;
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}
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makeShaderProgram("simpleVert", "simpleFrag", "simpleProc");
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glBindFragDataLocation(ShaderPrograms["simpleProc"], 0, "outColor");
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applyShader("simpleProc");
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GLint posAttrib = glGetAttribLocation(ShaderPrograms["simpleProc"], "position");
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(posAttrib);
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE,
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5*sizeof(float), 0);
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GLint colAttrib = glGetAttribLocation(ShaderPrograms["simpleProc"], "colour");
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glEnableVertexAttribArray(colAttrib);
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glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE,
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5*sizeof(float), (void*)(2*sizeof(float)));
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GLint triangleUniColour = glGetUniformLocation(ShaderPrograms["simpleProc"], "triangleColour");
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glUniform3f(triangleUniColour, 0.2f, 0.8f, 0.3f);
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SDL_Event event;
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while (!game->isWindowClosed) {
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// Input handling
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while (SDL_PollEvent(&event) != 0)
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if (event.key.keysym.sym == SDLK_ESCAPE)
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if (event.key.keysym.sym == SDLK_ESCAPE || event.type == SDL_QUIT)
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game->isWindowClosed = true;
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// Render
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// Clear the screen
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glClear(GL_COLOR_BUFFER_BIT);
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// Draw a triangle from the 3 vertices
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