lets use opengl instead
This commit is contained in:
parent
59e838aabb
commit
48c90cd5bf
13
Makefile
13
Makefile
@ -1,7 +1,8 @@
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CC=g++
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CFLAGS= -c -g -Wall $(shell pkg-config --cflags gtkmm-4.0)
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LDLIBS = $(shell pkg-config --libs gtkmm-4.0)
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CFLAGS= -c -g -Wall
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LDLIBS = -lglfw
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TARGET := untap
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@ -9,16 +10,24 @@ BUILD_DIR := ./build
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SRC_DIRS := ./src
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SRCS := $(shell find $(SRC_DIRS) -name '*.cpp')
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SRCS += $(shell find $(SRC_DIRS) -name '*.c')
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OBJS := $(SRCS:%=$(BUILD_DIR)/%.o)
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$(BUILD_DIR)/$(TARGET): $(OBJS)
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$(CC) $(OBJS) -o $@ $(LDLIBS)
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cp -r $(SRC_DIRS)/shaders $(BUILD_DIR)/
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cp -r $(SRC_DIRS)/textures $(BUILD_DIR)/
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$(BUILD_DIR)/%.cpp.o: %.cpp
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mkdir -p $(dir $@)
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$(CC) $(CFLAGS) -c $< -o $@
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$(BUILD_DIR)/%.c.o: %.c
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mkdir -p $(dir $@)
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$(CC) $(CFLAGS) -c $< -o $@
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.PHONY: clean
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clean:
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rm -rf $(BUILD_DIR)
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14
build/shaders/shader.fs
Normal file
14
build/shaders/shader.fs
Normal file
@ -0,0 +1,14 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = texture(texture2, TexCoord);
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}
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15
build/shaders/shader.vs
Normal file
15
build/shaders/shader.vs
Normal file
@ -0,0 +1,15 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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BIN
build/src/glad.c.o
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BIN
build/src/glad.c.o
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BIN
build/src/stb_image.cpp.o
Normal file
BIN
build/src/stb_image.cpp.o
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BIN
build/textures/awesomeface.png
Normal file
BIN
build/textures/awesomeface.png
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After Width: | Height: | Size: 43 KiB |
BIN
build/textures/container.jpg
Normal file
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build/textures/container.jpg
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After Width: | Height: | Size: 119 KiB |
BIN
build/textures/wg.jpg
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BIN
build/textures/wg.jpg
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After Width: | Height: | Size: 142 KiB |
BIN
build/untap
BIN
build/untap
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1140
src/glad.c
Normal file
1140
src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,24 +0,0 @@
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#include "include/helloworld.h"
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#include <iostream>
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HelloWorld::HelloWorld()
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: m_button("Hello world!")
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{
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m_button.set_margin(10);
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m_button.signal_clicked().connect(sigc::mem_fun(*this,
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&HelloWorld::on_button_clicked));
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set_child(m_button);
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}
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HelloWorld::~HelloWorld()
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{
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}
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void HelloWorld::on_button_clicked()
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{
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std::cout << "Hello, World!" << std::endl;
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}
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3611
src/include/glad.h
Normal file
3611
src/include/glad.h
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,19 +0,0 @@
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#ifndef GTKMM_EXAMPLE_HELLOWORLD_H
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#define GTKMM_EXAMPLE_HELLOWORLD_H
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#include <gtkmm/button.h>
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#include <gtkmm/window.h>
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class HelloWorld : public Gtk::Window
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{
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public:
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HelloWorld();
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~HelloWorld() override;
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protected:
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void on_button_clicked();
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Gtk::Button m_button;
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};
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#endif
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114
src/include/shader.h
Normal file
114
src/include/shader.h
Normal file
@ -0,0 +1,114 @@
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#ifndef SHADER_H
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#define SHADER_H
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#include "glad.h"
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader
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{
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public:
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// program ID
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unsigned int ID;
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// constructor reads and builds the shader
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Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// setup exceptions for bad files
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// read file buffers into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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} catch (std::ifstream::failure& e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ:" << e.what() << "\n";
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << "\n";
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}
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << "\n";
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}
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << "\n";
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}
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// delete shaders, no longer needed
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// use/activate the shader
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void use()
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{
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glUseProgram(ID);
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}
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// utility uniform functions
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value);
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}
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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};
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#endif
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7988
src/include/stb_image.h
Normal file
7988
src/include/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
184
src/main.cpp
184
src/main.cpp
@ -1,10 +1,184 @@
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#include "include/helloworld.h"
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#include "include/glad.h"
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#include "include/shader.h"
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#include "include/stb_image.h"
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#include <gtkmm/application.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <math.h>
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int main(int argc, char* argv[])
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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void setupGLFW(GLFWwindow** window);
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typedef struct {
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int width, height, nrChannels;
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unsigned char* data;
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} texture_t;
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float vertices[] = {
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// positions colours texture coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // bottom left
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};
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unsigned int indices[] = {
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0, 1, 3,
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1, 2, 3
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};
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bool wireframe = false;
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int main()
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{
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auto app = Gtk::Application::create("org.gtkmm.example");
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GLFWwindow* window;
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setupGLFW(&window);
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Shader myShader("shaders/shader.vs", "shaders/shader.fs");
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texture_t tex;
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tex.data = stbi_load("textures/container.jpg", &tex.width, &tex.height, &tex.nrChannels, 0);
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (tex.data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width, tex.height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture\n";
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}
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stbi_image_free(tex.data);
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stbi_set_flip_vertically_on_load(true);
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tex.data = stbi_load("textures/wg.jpg", &tex.width, &tex.height, &tex.nrChannels, 0);
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unsigned int texture2;
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (tex.data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width, tex.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture\n";
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}
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stbi_image_free(tex.data);
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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unsigned int EBO;
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glGenBuffers(1, &EBO);
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// bind Vertex Array Object
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glBindVertexArray(VAO);
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// copy our vertices into 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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// copy our indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// set the vertex attributes pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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myShader.use();
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myShader.setInt("texture1", 0);
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myShader.setInt("texture2", 1);
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while(!glfwWindowShouldClose(window)) {
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//input
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processInput(window);
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//rendering
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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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myShader.use();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
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// check and call events and swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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void setupGLFW(GLFWwindow** window)
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window\n";
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glfwTerminate();
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exit(-1);
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}
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glfwMakeContextCurrent(*window);
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
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std::cout << "Failed to init GLAD\n";
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exit(-1);
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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return app->make_window_and_run<HelloWorld>(argc, argv);
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}
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14
src/shaders/shader.fs
Normal file
14
src/shaders/shader.fs
Normal file
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = texture(texture2, TexCoord);
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}
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15
src/shaders/shader.vs
Normal file
15
src/shaders/shader.vs
Normal file
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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2
src/stb_image.cpp
Normal file
2
src/stb_image.cpp
Normal file
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#define STB_IMAGE_IMPLEMENTATION
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#include "include/stb_image.h"
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BIN
src/textures/awesomeface.png
Normal file
BIN
src/textures/awesomeface.png
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src/textures/container.jpg
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src/textures/container.jpg
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src/textures/wg.jpg
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src/textures/wg.jpg
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Reference in New Issue
Block a user