Create a class for Renderable objects
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@ -15,6 +15,8 @@
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#include "common/shaderloader.hpp"
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#include "renderable.hpp"
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// Globals
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static Logger logger;
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static MessageBus messager(&logger);
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@ -79,22 +81,15 @@ int main(int argc, char** argv)
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int height = 0, width = 0;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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float fov = 45.0;
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// Triangle example
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// @see http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/
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GLuint VertexArrayID;
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glGenVertexArrays(1, &VertexArrayID);
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glBindVertexArray(VertexArrayID);
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GLuint vertexbuffer;
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// An array of 3 vectors which represents 3 vertices
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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};
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glGenBuffers(1, &vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data),
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g_vertex_buffer_data, GL_STATIC_DRAW);
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// Required before OpenGL Calls.
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GLuint vertex_array;
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glGenVertexArrays(1, &vertex_array);
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glBindVertexArray(vertex_array);
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Renderable::Object triangle = Renderable::Object(Renderable::triangle_data, sizeof(Renderable::triangle_data));
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Renderable::Object cube = Renderable::Object(Renderable::cube_data, sizeof(Renderable::cube_data), Renderable::cube_color, sizeof(Renderable::cube_color));
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cube.set_position(glm::vec3(0.f, 0.f, -5.f));
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static Console console(&messager);
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bool show_console = false;
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@ -107,6 +102,9 @@ int main(int argc, char** argv)
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static struct ShaderRegistry shader_registry;
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loadShadersFromFile(shader_list, &shader_registry);
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static std::vector<RegisteredShaderProgram> shader_program_registry;
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// @BUG This is a temporary hack. When shader_program_registry is grown, the existing
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// entries lose data.
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shader_program_registry.reserve(10);
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loadShaderProgramsFromFile("shaders/shader_programs.txt", &shader_registry, &shader_program_registry);
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messager.registerCallback(&debug_messagebus_callback);
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int window_height, window_width;
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@ -134,6 +132,7 @@ int main(int argc, char** argv)
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// Camera movement?
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double cv_x = 0.f;
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double cv_y = 0.f;
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// This is "kind of" a pan, since it translates the point being looked at by the same value.
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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cv_x += camera_velocity * dt;
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}
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@ -151,6 +150,7 @@ int main(int argc, char** argv)
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auto ncla = glm::translate(glm::mat4(1.0f), camera_translation) * glm::vec4(camera_looking_at[0], camera_looking_at[1], camera_looking_at[2], 1.0f);
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camera_position = glm::vec3(ncp[0], ncp[1], ncp[2]);
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camera_looking_at = glm::vec3(ncla[0], ncla[1], ncla[2]);
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view = glm::lookAt(camera_position, camera_looking_at, glm::vec3(0,1,0));
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// Process messages
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@ -170,27 +170,15 @@ int main(int argc, char** argv)
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glfwGetWindowSize(window, &window_width, &window_height);
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projection = glm::perspective(glm::radians(fov), (float) window_width / (float) window_height,
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0.1f, 100.0f);
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mvp_matrix = projection * view * model_default;
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glm::mat4 vp = projection * view;
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// @see https://blog.conan.io/2019/06/26/An-introduction-to-the-Dear-ImGui-library.html
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// 1st attribute buffer : vertices
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GLuint p = find_shader_program_by_name("default", &shader_program_registry);
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glUseProgram(p);
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GLuint matrix_id = glGetUniformLocation(p, "MVP");
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glUniformMatrix4fv(matrix_id, 1, GL_FALSE, &mvp_matrix[0][0]);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glVertexAttribPointer(
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0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Draw the triangle !
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glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
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glDisableVertexAttribArray(0);
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glUseProgram(0);
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triangle.render(vp, p);
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// Draw a cube?
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p = find_shader_program_by_name("color", &shader_program_registry);
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cube.render(vp, p);
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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@ -0,0 +1,180 @@
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#ifndef _RENDERABLE_H_
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#define _RENDERABLE_H_
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
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namespace Renderable {
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class Object {
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public:
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Object(const GLfloat * vertex_data, int vd_size, const GLfloat * color_data = 0, int cd_size = 0) {
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this->vertex_buffer_data = (GLfloat *) vertex_data;
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this->vertex_buffer_data_size = vd_size;
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this->colour_buffer_data = (GLfloat *) color_data;
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this->colour_buffer_data_size = cd_size;
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this->init();
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}
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void init() {
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if (this->vertex_buffer != 0) {
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// @TODO: Delete OpenGL buffer
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}
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if (this->vertex_buffer_data != 0) {
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glGenBuffers(1, &this->vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, this->vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, this->vertex_buffer_data_size,
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this->vertex_buffer_data, GL_STATIC_DRAW);
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printf("Vertex_buffer: %d (%d, %d)\n", this->vertex_buffer, this->vertex_buffer_data_size,
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this->vertex_buffer_data_size / sizeof(GLfloat) / 3);
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}
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if (this->colour_buffer != 0) {
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// @TODO: Delete OpenGL buffer
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}
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if (this->colour_buffer_data != 0) {
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glGenBuffers(1, &this->colour_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, this->colour_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(this->colour_buffer_data),
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this->colour_buffer_data, GL_STATIC_DRAW);
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}
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}
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void render(glm::mat4 vp, GLuint shader_program = 0) {
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if (this->vertex_buffer == 0) {
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return;
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}
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glUseProgram(shader_program);
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glm::mat4 mvp = vp * this->get_model_matrix();
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GLuint matrix_id = glGetUniformLocation(shader_program, "MVP");
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glUniformMatrix4fv(matrix_id, 1, GL_FALSE, &mvp[0][0]);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, this->vertex_buffer);
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glVertexAttribPointer(
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0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glDrawArrays(GL_TRIANGLES, 0, this->vertex_buffer_data_size / sizeof(GLfloat) / 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
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if (this->colour_buffer == 0) {
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glDisableVertexAttribArray(0);
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glUseProgram(0);
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return;
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}
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, this->colour_buffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glUseProgram(0);
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}
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void set_position(glm::vec3 position) {
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this->translation = glm::translate(glm::mat4(1.f), position);
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}
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private:
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glm::mat4 get_model_matrix() {
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return translation * rotation * scale;
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}
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GLuint vertex_buffer = 0;
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GLuint colour_buffer = 0;
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GLfloat *colour_buffer_data = 0;
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int colour_buffer_data_size = 0;
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GLfloat *vertex_buffer_data = 0;
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int vertex_buffer_data_size = 0;
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glm::mat4 translation = glm::mat4(1.f);
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glm::mat4 scale = glm::mat4(1.f);
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glm::mat4 rotation = glm::mat4(1.f);
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};
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static const GLfloat cube_data[] = {
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-1.0f,-1.0f,-1.0f, // triangle 1 : begin
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-1.0f,-1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, // triangle 1 : end
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1.0f, 1.0f,-1.0f, // triangle 2 : begin
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f, // triangle 2 : end
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f
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};
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static const GLfloat cube_color[] = {
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-1.0f,-1.0f,-1.0f, // triangle 1 : begin
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-1.0f,-1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, // triangle 1 : end
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1.0f, 1.0f,-1.0f, // triangle 2 : begin
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f, // triangle 2 : end
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f
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};
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static const GLfloat triangle_data[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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};
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}
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#endif // _RENDERABLE_H_
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@ -203,7 +203,7 @@ int loadShaderProgramsFromFile(const char* file_path, struct ShaderRegistry *sha
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// Skipping, line is a comment
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continue;
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}
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char *line_copy = (char*) calloc(size, sizeof(char*));
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char *line_copy = (char*) calloc(size + 1, sizeof(char*));
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strncpy(line_copy, line, size);
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printf("%s\n", line_copy);
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char *line;
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size_t size = 0;
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const char *delim = ",";
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printf("Loading shaders listed in '%s'\n", file_path);
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fp = fopen(file_path, "r");
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if (fp == NULL) {
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return -1;
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// Skipping, line is a comment
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continue;
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}
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char *line_copy = (char*) malloc((size) * sizeof(char*));
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char *line_copy = (char*) malloc((size+1) * sizeof(char*));
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strncpy(line_copy, line, size);
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// Format <name>,<type>,<filepath>
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name = strtok(line_copy, delim);
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@ -0,0 +1,11 @@
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#version 300 es
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec3 vertexColor;
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uniform mat4 MVP;
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out mediump vec3 fragmentColor;
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void main(){
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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gl_Position = MVP * gl_Position;
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fragmentColor = vertexColor;
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}
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@ -0,0 +1,7 @@
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#version 300 es
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// the precision mediump is required in 3.0es
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in mediump vec3 fragmentColor;
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out mediump vec3 color;
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void main(){
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color = fragmentColor;
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}
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@ -7,4 +7,6 @@
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# or compute.
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#
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defaultVertexShader,vertex,defaultVertexShader.glsl
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colorVertexShader,vertex,colorVertexShader.glsl
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fragmentRed,fragment,fragmentRed.glsl
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fragmentColour,fragment,fragmentColour.glsl
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@ -3,3 +3,4 @@
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# Each line is a program. <program_name>:<shader1>,<shader2>,...<shaderN>
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#
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default:defaultVertexShader,fragmentRed
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color:colorVertexShader,fragmentColour
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