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https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 13:03:07 +02:00
feat: finish shader chapter
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commit
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5
.vscode/tasks.json
vendored
5
.vscode/tasks.json
vendored
@ -15,10 +15,7 @@
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"${workspaceFolder}/Engine/engine/glad.c",
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"-o",
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"${workspaceFolder}/Engine/engine/match", "-lglut", "-lglfw", "-lGLU", "-lGL", "-lm",
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"-ldl",
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"-ldl"
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],
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"options": {
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"cwd": "${fileDirname}"
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7
Engine/engine/Shaders/fragmentShaderTaskThree.fs
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7
Engine/engine/Shaders/fragmentShaderTaskThree.fs
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@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 vertexColor; // from vertex
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void main()
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{
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FragColor = vec4(vertexColor, 1.0);
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}
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16
Engine/engine/Shaders/vertexShaderOffset.vs
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16
Engine/engine/Shaders/vertexShaderOffset.vs
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@ -0,0 +1,16 @@
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// In your vertex shader:
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// ======================
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec3 ourColor;
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uniform float xOffset;
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void main()
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{
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gl_Position = vec4(aPos.x + xOffset, aPos.y, aPos.z, 1.0); // add the xOffset to the x position of the vertex position
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ourColor = aColor;
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}
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8
Engine/engine/Shaders/vertexShaderTaskThree.vs
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8
Engine/engine/Shaders/vertexShaderTaskThree.vs
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@ -0,0 +1,8 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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out vec3 vertexColor; // output a color to fragment shader
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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vertexColor = aPos;
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}
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6
Engine/engine/Shaders/vertexShaderUpsideDown.vs
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6
Engine/engine/Shaders/vertexShaderUpsideDown.vs
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@ -0,0 +1,6 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main()
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{
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gl_Position = vec4(aPos.x, -aPos.y, aPos.z, 1.0);
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}
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@ -4,6 +4,7 @@
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#include <iostream>
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#include <string_view>
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namespace constants
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{
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inline constexpr int GLFW_MAJOR_VERSION { 3 };
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@ -47,7 +48,13 @@ namespace constants
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"./Shaders/vertexShaderColor.vs"
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};
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inline const char* VERTEX_SHADER_UPSIDE_DOWN_FILENAME {
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"./Shaders/vertexShaderUpsideDown.vs"
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};
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inline const char* VERTEX_SHADER_OFFSET_FILENAME {
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"./Shaders/vertexShaderOffset.vs"
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};
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// we write vertex shader
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// version of glsl (since ogl 3.3 same as ogl so we pick 330)
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@ -77,6 +84,14 @@ namespace constants
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"./Shaders/vertexShaderVerticeColor.vs"
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};
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inline const char* VERTEX_SHADER_TASK_THREE_FILENAME {
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"./Shaders/vertexShaderTaskThree.vs"
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};
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inline const char* FRAGMENT_SHADER_TASK_THREE_FILENAME {
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"./Shaders/fragmentShaderTaskThree.fs"
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};
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// ... to fragment shader (vertexColor)
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inline const char *FRAGMENT_SHADER_COLOR_FROM_VERTEX {
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"#version 330 core\n"
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@ -219,7 +234,7 @@ namespace constants
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inline constexpr size_t SQUARE_VERTICES_SIZE = { sizeof(SQUARE_VERTICES) };
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inline constexpr int MAX_DRAW_CALL = { 8 };
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inline constexpr int MAX_DRAW_CALL = { 10 };
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}
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@ -16,30 +16,39 @@ int drawFigure(const int whatToDraw)
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switch (whatToDraw)
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{
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case 0:
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false);
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
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case 1:
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return drawSquareClass(constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
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case 2:
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// Try to draw 2 triangles next to each other using glDrawArrays by adding more vertices to your data.
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return drawTriangleClass(constants::TRIANGLES_VERTICES, constants::TRIANGLES_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false);
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return drawTriangleClass(constants::TRIANGLES_VERTICES, constants::TRIANGLES_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
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case 3:
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// Now create the same 2 triangles using two different VAOs and VBOs for their data
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return (drawTriangleClass(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false) == -1 || drawTriangleClass(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false) == -1);
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return (drawTriangleClass(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME) == -1 || drawTriangleClass(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME) == -1);
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case 4:
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// Create two shader programs where the second program uses a different fragment shader that outputs the color yellow; draw both triangles again where one outputs the color yellow
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return (drawTriangleClass(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false) == -1 || drawTriangleClass(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_YELLOW_FILENAME, false) == -1);
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return (drawTriangleClass(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME) == -1 || drawTriangleClass(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_YELLOW_FILENAME) == -1);
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case 5:
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// Get color from vertex shader to fragment shader
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_COLOR_FILENAME, constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME, false);
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_COLOR_FILENAME, constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME);
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case 6:
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// set color from opengl code to uniform value in fragment shader
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_COLOR_FILENAME, constants::FRAGMENT_SHADER_UNIFORMS_FILENAME, false);
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_COLOR_FILENAME, constants::FRAGMENT_SHADER_UNIFORMS_FILENAME);
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case 7:
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// set color from opengl code to uniform value in fragment shader
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return drawTriangleClass(constants::TRIANGLE_COLORS, constants::TRIANGLE_COLORS_SIZE, constants::VERTEX_SHADER_VERTICE_COLOR_FILENAME, constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME, true);
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case 8:
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// upside down triangle
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_UPSIDE_DOWN_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
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case 9:
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{
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// offset triangle
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offsetsStruct offsets = offsetsStruct();
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offsets.xOffset = 0.5f;
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_OFFSET_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false, offsets);
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}
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case constants::MAX_DRAW_CALL:
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// set color from opengl code to uniform value in fragment shader
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false);
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return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_TASK_THREE_FILENAME, constants::FRAGMENT_SHADER_TASK_THREE_FILENAME);
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default:
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throw "No function for this draw call";
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}
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@ -57,10 +66,22 @@ unsigned int getShaderProgram(const char* vertexShaderSource, const char* fragme
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return shaderProgram;
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}
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int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded)
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void setOffsets(Shader shader, const offsetsStruct offsets) {
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shader.setFloat("xOffset", offsets.xOffset);
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shader.setFloat("yOffset", offsets.yOffset);
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shader.setFloat("zOffset", offsets.zOffset);
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}
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int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded, const offsetsStruct offsets)
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{
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// In your CPP file:
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// ======================
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// float offset = 0.5f;
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Shader ourShader(vertexPath, fragmentPath);
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ourShader.use();
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setOffsets(ourShader, offsets);
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const unsigned int vertexBufferObject = copyVerticesMemory(triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
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const unsigned int vertexArrayObject = generateBindVAO();
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copyVerticesArray(vertexBufferObject, triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
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@ -4,12 +4,17 @@
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#include <GLFW/glfw3.h>
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#include <string>
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struct offsetsStruct {
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offsetsStruct(): xOffset(0), yOffset(0), zOffset(0) { }
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float xOffset, yOffset, zOffset;
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};
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int drawFigure(const int whatToDraw);
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int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource);
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int drawSquareClass(const char* vertexPath, const char* fragmentPath);
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void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw);
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int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded);
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int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded);
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int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded = false, const offsetsStruct offsets = offsetsStruct());
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void updateUniformColor(const unsigned int shaderProgram, const GLchar* uniformName);
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void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered );
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unsigned int drawSquareShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource);
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@ -31,5 +31,6 @@ private:
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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void checkCompileErrors(unsigned int shader, std::string type);
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void compileErrorsMessage(const unsigned int shader, const bool compilation, const std::string type, const std::string errorMessage);
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};
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#endif
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