saved window position on startup.
tidy up moar. exercises.
This commit is contained in:
parent
1a96538a0e
commit
437b1ccd44
6 changed files with 74 additions and 31 deletions
68
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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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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