Initialise repo
This commit is contained in:
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#include <Dengine\Shader.h>
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#include <fstream>
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#include <iostream>
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namespace Dengine
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{
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INTERNAL std::string stringFromFile(const std::string &filename)
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{
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std::ifstream file;
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file.open(filename.c_str(), std::ios::in | std::ios::binary);
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std::string output;
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std::string line;
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if (!file.is_open())
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{
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std::runtime_error(std::string("Failed to open file: ") + filename);
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}
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else
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{
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while (file.good())
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{
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std::getline(file, line);
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output.append(line + "\n");
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}
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}
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file.close();
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return output;
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}
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INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype)
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{
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std::string shaderSource = stringFromFile(path);
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const GLchar *source = shaderSource.c_str();
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GLuint result = glCreateShader(shadertype);
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glShaderSource(result, 1, &source, NULL);
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glCompileShader(result);
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(result, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(result, 512, NULL, infoLog);
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std::cout << "glCompileShader failed: " << infoLog << std::endl;
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}
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return result;
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}
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Shader::Shader(std::string vertexPath, std::string fragmentPath)
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{
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GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
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GLuint fragmentShader =
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createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER);
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mProgram = glCreateProgram();
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glAttachShader(mProgram, vertexShader);
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glAttachShader(mProgram, fragmentShader);
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glLinkProgram(mProgram);
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GLint success;
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GLchar infoLog[512];
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glGetProgramiv(mProgram, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(mProgram, 512, NULL, infoLog);
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std::cout << "glLinkProgram failed: " << infoLog << std::endl;
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}
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader);
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}
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Shader::~Shader() {}
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void Shader::use() { glUseProgram(mProgram); }
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}
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@@ -0,0 +1,25 @@
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@echo OFF
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REM Drop compilation files into build folder
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IF NOT EXIST ..\bin mkdir ..\bin
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pushd ..\bin
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set GLEW=..\extern\glew-1.13.0
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set GLFW=..\extern\glfw-3.1.2.bin.WIN32
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set STB=..\extern\stb-master
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set GLM=..\extern\glm-0.9.7.5
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REM EHsc enables exception handling
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REM MD uses dynamic runtime library
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REM Zi enables debug data
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set compileFlags=/EHsc /MD /Zi
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REM Include directories
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set includeFlags=/I ..\src\include /I %GLEW%\include /I %GLFW%\include /I %STB%\include /I %GLM%\include
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REM Link libraries
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set linkLibraries=/link opengl32.lib %GLFW%\lib-vc2015\glfw3.lib %GLEW%\lib\Release\Win32\glew32s.lib gdi32.lib user32.lib shell32.lib
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cl %compileFlags% ..\src\*.cpp %includeFlags% %linkLibraries%
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REM /SUBSYSTEM:CONSOLE
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popd
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+221
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#include <Dengine/OpenGL.h>
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#include <Dengine/Common.h>
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#include <Dengine/Shader.h>
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#define STBI_FAILURE_USERMSG
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#define STB_IMAGE_IMPLEMENTATION
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#include <STB/stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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#include <cstdint>
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#include <fstream>
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#include <string>
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enum BytesPerPixel
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{
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Greyscale = 1,
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GreyscaleAlpha = 2,
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RGB = 3,
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RGBA = 4,
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};
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INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
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{
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switch (bytesPerPixel)
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{
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case Greyscale:
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return GL_LUMINANCE;
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case GreyscaleAlpha:
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return GL_LUMINANCE_ALPHA;
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case RGB:
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return (srgb ? GL_SRGB : GL_RGB);
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case RGBA:
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return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
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default:
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// TODO(doyle): Invalid
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std::cout << "getGLFormat() invalid bytesPerPixel: "
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<< bytesPerPixel << std::endl;
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return GL_LUMINANCE;
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}
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}
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void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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}
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int main()
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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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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow *window =
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glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
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if (!window)
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{
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std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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/* Make GLEW use more modern technies for OGL on core profile*/
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cout << "glewInit() failed: Failed to initialise GLEW"
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<< std::endl;
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return -1;
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}
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i32 width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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glfwSetKeyCallback(window, key_callback);
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/* Initialise shaders */
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Dengine::Shader shader = Dengine::Shader("data/shaders/default.vert.glsl",
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"data/shaders/default.frag.glsl");
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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// Set texture wrapping parameters
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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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// Set texture filtering parameters
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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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/* Load a texture */
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i32 imgWidth, imgHeight, bytesPerPixel;
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stbi_set_flip_vertically_on_load(TRUE);
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u8 *image = stbi_load("data/textures/container.jpg", &imgWidth, &imgHeight, &bytesPerPixel, 0);
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if (!image)
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{
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std::cerr << "stdbi_load() failed: " << stbi_failure_reason()
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<< std::endl;
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}
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glTexImage2D(GL_TEXTURE_2D, 0,
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getGLFormat((BytesPerPixel)bytesPerPixel, FALSE), imgWidth,
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imgHeight, 0, getGLFormat((BytesPerPixel)bytesPerPixel, FALSE),
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GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Unbind texture
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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/* Create OGL Vertex objects */
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GLfloat vertices[] = {
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// Positions Colors 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, // Top left
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};
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GLuint indices[] = {
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0, 1, 3, // First triangle
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1, 2, 3, // First triangle
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};
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GLuint vbo, vao, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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// 1. Bind vertex array object
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glBindVertexArray(vao);
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// 2. Bind and set vertex buffer(s) and attribute pointer(s)
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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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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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const i32 numPos = 3;
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const i32 numColors = 3;
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const i32 numTexCoord = 2;
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const GLint vertexSize =
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(numPos + numColors + numTexCoord) * sizeof(GLfloat);
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const GLint vertByteOffset = 0;
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const GLint colorByteOffset = vertByteOffset + (numPos * sizeof(GLfloat));
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const GLint texCoordByteOffset = colorByteOffset + (numColors * sizeof(GLfloat));
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glVertexAttribPointer(0, numPos, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)vertByteOffset);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, numColors, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)colorByteOffset);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, numTexCoord, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)texCoordByteOffset);
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glEnableVertexAttribArray(2);
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// 4. Unbind to prevent mistakes
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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/* Main game loop */
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while (!glfwWindowShouldClose(window))
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{
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/* Check and call events */
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glfwPollEvents();
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/* Rendering commands here*/
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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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shader.use();
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/* Math */
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glm::mat4 trans;
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trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
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GLfloat rotation = glm::radians((GLfloat)glfwGetTime() * 50.0f);
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trans = glm::rotate(trans, rotation,
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glm::vec3(0.0, 0.0, 1.0));
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GLuint transformLoc =
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glGetUniformLocation(shader.mProgram, "transform");
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glUniform1i(glGetUniformLocation(shader.mProgram, "ourTexture"), 0);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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/* Swap the buffers */
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glfwSwapBuffers(window);
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}
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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glDeleteBuffers(1, &ebo);
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glfwTerminate();
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return 0;
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}
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@@ -0,0 +1,18 @@
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#ifndef DENGINE_COMMON_H
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#define DENGINE_COMMON_H
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#include <cstdint>
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typedef uint8_t u8;
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typedef uint32_t u32;
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typedef int32_t i32;
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typedef i32 b32;
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#define TRUE 1
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#define FALSE 0
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#define GLOBAL_VAR static
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#define INTERNAL static
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#define LOCAL_PERSIST static
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#endif
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@@ -0,0 +1,8 @@
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#ifndef DENGINE_OPENGL_H
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#define DENGINE_OPENGL_H
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#endif
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@@ -0,0 +1,23 @@
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#ifndef DENGINE_SHADER_H
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#define DENGINE_SHADER_H
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#include <Dengine/Common.h>
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#include <Dengine/OpenGL.h>
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#include <string>
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namespace Dengine
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{
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class Shader
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{
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public:
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GLuint mProgram;
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Shader(std::string vertexPath, std::string fragmentPath);
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~Shader();
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void use();
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};
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}
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#endif
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