Implemented Uniform Buffer objects. and moved shader code to sprite renderer.
This commit is contained in:
@ -2,6 +2,32 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "Log.h"
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#include "Log.h"
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#include "deff.h"
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const char* vertexShaderSource = "#version 330 core\n"
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"#extension GL_ARB_explicit_uniform_location: enable\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec4 color;\n"
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"layout (std140) uniform matricies \n"
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"{\n"
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" mat4 projection;\n"
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" mat4 view;\n"
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"};\n"
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"layout (location = 2) in mat4 model;\n"
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"out vec4 vertexColor;\n"
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"void main()\n"
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"{\n"
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" gl_Position = projection * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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" vertexColor = color;\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec4 vertexColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vertexColor;\n"
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"}\0";
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SpriteRenderer::SpriteRenderer() {
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SpriteRenderer::SpriteRenderer() {
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//Generate Resources
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//Generate Resources
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@ -49,6 +75,51 @@ SpriteRenderer::SpriteRenderer() {
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glVertexAttribDivisor(5, 1);
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glVertexAttribDivisor(5, 1);
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glBindVertexArray(0);
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glBindVertexArray(0);
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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ERR("Vertex Shader Compile Failed: {}", infoLog);
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return;
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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ERR("Fragment Shader Compile Failed: {}", infoLog);
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return;
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}
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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ERR("Program Link Failed: {}", infoLog);
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return;
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}
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glUseProgram(shaderProgram);
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unsigned int proj_index = glGetUniformBlockIndex(shaderProgram, "matricies");
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glUniformBlockBinding(shaderProgram, proj_index, PROJ_MAT_UNIFORM_BUFFER);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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INFO("Sprite renderer initialized");
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INFO("Sprite renderer initialized");
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}
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}
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@ -57,6 +128,7 @@ SpriteRenderer::~SpriteRenderer() {
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unsigned int buffers[] = { VBO, EBO, instanceVBO };
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unsigned int buffers[] = { VBO, EBO, instanceVBO };
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glDeleteBuffers(3, buffers);
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glDeleteBuffers(3, buffers);
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glDeleteVertexArrays(1, &VAO);
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glDeleteVertexArrays(1, &VAO);
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glDeleteProgram(shaderProgram);
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}
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}
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void SpriteRenderer::drawSprite(glm::mat4 transform) {
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void SpriteRenderer::drawSprite(glm::mat4 transform) {
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@ -67,6 +139,7 @@ void SpriteRenderer::flush() {
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glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
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glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * matrices.size(), matrices.data(), GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * matrices.size(), matrices.data(), GL_STREAM_DRAW);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glUseProgram(shaderProgram);
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glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, matrices.size());
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glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, matrices.size());
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glBindVertexArray(0);
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glBindVertexArray(0);
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glFinish();
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glFinish();
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@ -4,7 +4,7 @@
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class SpriteRenderer {
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class SpriteRenderer {
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private:
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private:
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unsigned int VAO, VBO, EBO, instanceVBO;
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unsigned int VAO, VBO, EBO, instanceVBO, shaderProgram;
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std::vector<glm::mat4> matrices;
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std::vector<glm::mat4> matrices;
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public:
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public:
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@ -1,4 +1,3 @@
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#pragma once
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#pragma once
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#define UNIFORM_PROJ_MAT 0
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#define PROJ_MAT_UNIFORM_BUFFER 0
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#define UNIFORM_MODEL_MAT 1
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@ -1,3 +1,5 @@
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#include "glm/ext/matrix_float4x4.hpp"
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#include "glm/ext/matrix_transform.hpp"
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#define GLFW_INCLUDE_NONE
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include "Window.h"
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#include "Window.h"
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@ -18,49 +20,14 @@ int OpenGLVersion;
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spdlog::logger logger("none");
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spdlog::logger logger("none");
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std::mutex ready;
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std::mutex ready;
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float square[] = {
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1.0f, 1.0f, 0.0f, // top right
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1.0f, -1.0f, 0.0f, // bottom right
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-1.0f, -1.0f, 0.0f, // bottom left
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-1.0f, 1.0f, 0.0f // top left
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};
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unsigned int squareIndices[]{
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0, 1, 3,
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1, 2, 3
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};
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float squareColors[] = {
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1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f
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};
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const char* vertexShaderSource = "#version 330 core\n"
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"#extension GL_ARB_explicit_uniform_location: enable\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec4 color;\n"
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"layout (location = 0) uniform mat4 projection;\n"
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"layout (location = 2) in mat4 model;\n"
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"out vec4 vertexColor;\n"
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"void main()\n"
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"{\n"
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" gl_Position = projection * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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" vertexColor = color;\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec4 vertexColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vertexColor;\n"
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"}\0";
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bool running = true;
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bool running = true;
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Window* window;
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Window* window;
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unsigned int shaderProgram;
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unsigned int uniformBuffer;
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struct matricies {
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glm::mat4 projection;
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glm::mat4 view;
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};
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void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userparam) {
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void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userparam) {
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if (type == GL_DEBUG_TYPE_ERROR) {
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if (type == GL_DEBUG_TYPE_ERROR) {
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@ -118,55 +85,17 @@ void renderInit() {
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//window->setWindowedFullscreen();
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//window->setWindowedFullscreen();
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openGLContextInit();
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openGLContextInit();
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unsigned int vertexShader;
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glGenBuffers(1, &uniformBuffer);
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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ERR("Vertex Shader Compile Failed: {}", infoLog);
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return;
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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ERR("Fragment Shader Compile Failed: {}", infoLog);
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return;
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}
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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ERR("Program Link Failed: {}", infoLog);
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return;
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}
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glUseProgram(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::mat4)*2, new matricies{glm::ortho(0.0f, 800.0f, 600.0f, 0.0f), glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 0))}, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, PROJ_MAT_UNIFORM_BUFFER, uniformBuffer);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glUniformMatrix4fv(UNIFORM_PROJ_MAT, 1, GL_FALSE, glm::value_ptr(glm::ortho(0.0f, 800.0f, 600.0f, 0.0f)));
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}
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}
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void deinit() {
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void deinit() {
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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glfwTerminate();
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}
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}
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