saved window position on startup.
tidy up moar. exercises.
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						437b1ccd44
					
				
					 6 changed files with 74 additions and 31 deletions
				
			
		
							
								
								
									
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								mybox.cpp
									
										
									
									
									
								
							
							
						
						
									
										68
									
								
								mybox.cpp
									
										
									
									
									
								
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					@ -24,6 +24,8 @@ int main(void) {
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	// Build the winodw
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						// Build the winodw
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	GLFWwindow *window = glfwCreateWindow(960, 400, 
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						GLFWwindow *window = glfwCreateWindow(960, 400, 
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		"Hello MyBox", NULL, NULL);
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							"Hello MyBox", NULL, NULL);
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						glfwSetWindowPos(window, 140, 1000);
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	if (window == NULL) {
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						if (window == NULL) {
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		std::cout << "Failed to create GLFW window." << std::endl;
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							std::cout << "Failed to create GLFW window." << std::endl;
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		glfwTerminate();
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							glfwTerminate();
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					@ -40,12 +42,15 @@ int main(void) {
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		return -1;
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							return -1;
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	}
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						}
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						/* ====================================================================== */
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						/* ====================================================================== */
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						/* ====================================================================== */
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	i32 success;
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						i32 success;
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	char infoLog[512];
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						char infoLog[512];
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	// Create the vertex shader
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						// Create the vertex shader
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	GLchar *shdr_src_vertex;
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						GLchar *shdr_src_vertex;
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	readshader("vertex.glsl", &shdr_src_vertex);
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						readshader("vertex.vert", &shdr_src_vertex);
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	u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
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						u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
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	glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
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						glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
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	glCompileShader(vertexShader);
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						glCompileShader(vertexShader);
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					@ -61,7 +66,7 @@ int main(void) {
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	// Create the fragment shader
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						// Create the fragment shader
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	GLchar *shdr_src_fragment;
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						GLchar *shdr_src_fragment;
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	readshader("fragment.glsl", &shdr_src_fragment);
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						readshader("fragment.frag", &shdr_src_fragment);
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	u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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						u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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	glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
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						glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
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	glCompileShader(fragmentShader);
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						glCompileShader(fragmentShader);
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					@ -92,6 +97,9 @@ int main(void) {
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	glDeleteShader(vertexShader);
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						glDeleteShader(vertexShader);
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	glDeleteShader(fragmentShader);
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						glDeleteShader(fragmentShader);
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						/* ====================================================================== */
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						/* ====================================================================== */
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	// Define the vertex shader dat.
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						// Define the vertex shader dat.
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	f32 vertices[] = {
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						f32 vertices[] = {
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		 0.5f,  0.5f, 0.0f,	// tr
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							 0.5f,  0.5f, 0.0f,	// tr
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					@ -101,32 +109,47 @@ int main(void) {
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	};
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						};
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	u32 indicies[] {
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						u32 indicies[] {
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		0, 1, 3,	// t1
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							0, 1, 3,	// t1
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		1, 2, 3		// t2
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							2, 1, 3		// t2
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	};
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						};
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						u32 VBO; // Vertex Buffer Object refernce number
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						glGenBuffers(1, &VBO); // ask the GPU for a reference for one buffer
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						u32 VAO; // Vertex Array Object refernce number
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						glGenVertexArrays(1, &VAO); // ask the GPU for a reference for one buffer
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						u32 EBO; // 
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						glGenBuffers(1, &EBO); // ask the gpu for a reference for one buffer
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	u32 EBO;
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						// Bind VAO, meaning we 
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	u32 VBO;
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	u32 VAO;
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	glGenBuffers(1, &EBO);
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	glGenBuffers(1, &VBO);
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	glGenVertexArrays(1, &VAO);
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	// Bind VAO
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	glBindVertexArray(VAO); 
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						glBindVertexArray(VAO); 
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	// copy in data to the VBO
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						// Tell the GPU subsequent calls to modify buffers apply to this buffer, 
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						// namely, the VBO buffer.
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	glBindBuffer(GL_ARRAY_BUFFER, VBO);
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						glBindBuffer(GL_ARRAY_BUFFER, VBO);
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						// copy in data to the VBO. I.e. give it a pointer to some data, tell it
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						// how the entire buffer will be. sizeof(*[]) evaluates the full allocated
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						// size of the data object.
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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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	// Setup the indexing into the VBO data
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						// Next, tell the GPU how to use the GL_ELEMENT_ARRAY_BUfFER.
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	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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						// In this case, read from the 0th index, 3 elements at a time as 
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	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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						// off of the indirected GL_ARRAY_BUFFER as floating point numbers. Do not
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						// re-normalize the values (i.e., they're already normalized), and use a
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						// stride of 3xf32 as we walk through the data in the original GL_ARRAY_BUFFER
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	// Target the Atrib pointer in the VAO to the VBO inside it.
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						// Target the Atrib pointer in the VAO to the VBO inside it.
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	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
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						glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(f32), (void *)0);
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	// STart at Zero
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						// For the VAO array (theoretically, but we have an array of 1), start
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						// at the 0th element of the VAO array.
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	glEnableVertexAttribArray(0);
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						glEnableVertexAttribArray(0);
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	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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						// Setup the indexing into the VBO data. The EBO is the indirection buffer
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						// that tells the GPU where to look into it's known GL_ARRAY_BUFFER object
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						// for data.
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						glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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						glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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						glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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	// ??
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						// ??
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						glBindVertexArray(0); // i.e., UNBIND the vertex array.
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	while(!glfwWindowShouldClose(window)) {
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						while(!glfwWindowShouldClose(window)) {
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		processInput(window);
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							processInput(window);
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					@ -136,7 +159,6 @@ int main(void) {
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		glUseProgram(shaderProgram);
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							glUseProgram(shaderProgram);
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		glBindVertexArray(VAO);
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							glBindVertexArray(VAO);
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		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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							glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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		// Finish up
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							// Finish up
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					@ -144,6 +166,16 @@ int main(void) {
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		glfwPollEvents();
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							glfwPollEvents();
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	}
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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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						glDeleteProgram(shaderProgram);
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						i32 xpos, ypos;
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						glfwGetWindowPos(window, &xpos, &ypos);
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						std::cout << "Closed window at position\n  (X,Y) = "
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							<< xpos << ", " << ypos << "\n" << std::endl;
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	glfwTerminate();
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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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					@ -1,6 +0,0 @@
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#version 420 core
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layout (location = 0) in vec3 aPos;
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void main() {
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    gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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										10
									
								
								res/shaders/vertex.vert
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								res/shaders/vertex.vert
									
										
									
									
									
										Normal file
									
								
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					@ -0,0 +1,10 @@
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					#version 420 core
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					layout (location = 0) in vec3 aPos;
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					//layout (location = 0) in vec2 aPos;
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					//layout (location = 0) in float aPosx;
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					//layout (location = 1) in float aPosy;
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					//layout (location = 2) in float aPosz;
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					void main() {
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					    gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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					}
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					@ -3,7 +3,7 @@
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#include "lgl_callbacks.h"
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					#include "lgl_callbacks.h"
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void framebuffer_size_callback(
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					void framebuffer_size_callback(
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	GLFWwindow* window, GLint width, GLint height) {
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						GLFWwindow* window, GLsizei width, GLsizei height) {
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	/*
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						/*
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	GLint nwidth = width - 60;
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						GLint nwidth = width - 60;
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					@ -9,6 +9,9 @@
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#define CONST_READSHADER_MAX_FN_LEN 256
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					#define CONST_READSHADER_MAX_FN_LEN 256
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#define CONST_READSHADER_MAX_FN_SIZE 32*1024
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					#define CONST_READSHADER_MAX_FN_SIZE 32*1024
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					//#define LPR__VERBOSE_SHADER
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int readshader(const char *fn, GLchar** pshdr_source) {
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					int readshader(const char *fn, GLchar** pshdr_source) {
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	char shader_fn[CONST_READSHADER_MAX_FN_LEN];
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						char shader_fn[CONST_READSHADER_MAX_FN_LEN];
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	assert(strlen(fn) + 9 < CONST_READSHADER_MAX_FN_LEN);
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						assert(strlen(fn) + 9 < CONST_READSHADER_MAX_FN_LEN);
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					@ -18,12 +21,15 @@ int readshader(const char *fn, GLchar** pshdr_source) {
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	snprintf(shader_fn, CONST_READSHADER_MAX_FN_LEN, "res/shaders/%s", fn);
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						snprintf(shader_fn, CONST_READSHADER_MAX_FN_LEN, "res/shaders/%s", fn);
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	printf("%s\n", shader_fn);
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						#ifdef LPR__VERBOSE_SHADER
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						printf("Load: '%s'\n", shader_fn);
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						#endif
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	if (stat(shader_fn, &status_buffer) == -1) {
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						if (stat(shader_fn, &status_buffer) != 0) {
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		printf("Failed to stat file '%s'\n", shader_fn);
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							printf("Failed to stat file '%s'\n", shader_fn);
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		return 0;
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							return -1;
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	}
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						}
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	assert(status_buffer.st_size < CONST_READSHADER_MAX_FN_SIZE-1);
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						assert(status_buffer.st_size < CONST_READSHADER_MAX_FN_SIZE-1);
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	FILE *fh = fopen(shader_fn, "r");
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						FILE *fh = fopen(shader_fn, "r");
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					@ -37,12 +43,13 @@ int readshader(const char *fn, GLchar** pshdr_source) {
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	assert(read_bytes < CONST_READSHADER_MAX_FN_SIZE-1);
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						assert(read_bytes < CONST_READSHADER_MAX_FN_SIZE-1);
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	shdr_source[read_bytes] = '\0';
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						shdr_source[read_bytes] = '\0';
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						#ifdef LPR__VERBOSE_SHADER
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	puts(shdr_source);
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						puts(shdr_source);
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						#endif
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	fclose(fh);
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						fclose(fh);
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	assert(shdr_source != NULL);
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						assert(shdr_source != NULL);
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	*pshdr_source = shdr_source;
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						*pshdr_source = shdr_source;
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	return 0;
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						return 0;
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