Moved Renderer code to new file
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parent
c3517b596f
commit
34c5a0d140
81
src/Renderer.cpp
Normal file
81
src/Renderer.cpp
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@ -0,0 +1,81 @@
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#include "Renderer.h"
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#include <glad/glad.h>
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#include <iostream>
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#include <fstream>
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void Renderer::InitRenderer(){
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glGenBuffers(1, &VBO);
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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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std::ifstream vertexShaderFile ("res/shaders/vertex.glsl");
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std::string vertexShaderSource((std::istreambuf_iterator<char>(vertexShaderFile)), std::istreambuf_iterator<char>());
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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const char *vertexShaderSourcePtr = vertexShaderSource.c_str();
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glShaderSource(vertexShader, 1, &vertexShaderSourcePtr, 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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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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std::ifstream fragmentShaderFile ("res/shaders/fragment.glsl");
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std::string fragmentShaderSource((std::istreambuf_iterator<char>(fragmentShaderFile)), std::istreambuf_iterator<char>());
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const char *fragmentShaderSourcePtr = fragmentShaderSource.c_str();
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glShaderSource(fragmentShader, 1, &fragmentShaderSourcePtr, 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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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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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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std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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}
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void Renderer::StartFrame(){
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void Renderer::DrawTriangle(){
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glUseProgram(shaderProgram);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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void Renderer::EndFrame(){
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}
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7
src/Renderer.h
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7
src/Renderer.h
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@ -0,0 +1,7 @@
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namespace Renderer {
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static unsigned int VAO, VBO, shaderProgram;
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void InitRenderer();
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void StartFrame();
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void DrawTriangle();
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void EndFrame();
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}
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79
src/main.cpp
79
src/main.cpp
@ -1,9 +1,11 @@
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#include <iostream>
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#include <iostream>
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#include <fstream>
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#include "RaycasterConfig.h"
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#include "RaycasterConfig.h"
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#define GLAD_GL_IMPLEMENTATION
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#define GLAD_GL_IMPLEMENTATION
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#include <glad/glad.h>
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#include <glad/glad.h>
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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 "Renderer.h"
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int main(int argc, char *argv[]){
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int main(int argc, char *argv[]){
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std::cout << Raycaster_VERSION_MAJOR << "." << Raycaster_VERSION_MINOR << std::endl;
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std::cout << Raycaster_VERSION_MAJOR << "." << Raycaster_VERSION_MINOR << std::endl;
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@ -19,80 +21,11 @@ int main(int argc, char *argv[]){
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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gladLoadGL();
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gladLoadGL();
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glViewport(0, 0, 640, 480);
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glViewport(0, 0, 640, 480);
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Renderer::InitRenderer();
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while(!glfwWindowShouldClose(window)){
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while(!glfwWindowShouldClose(window)){
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glClear(GL_COLOR_BUFFER_BIT);
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Renderer::StartFrame();
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float vertices[] = {
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Renderer::DrawTriangle();
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-0.5f, -0.5f, 0.0f,
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Renderer::EndFrame();
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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unsigned int VBO;
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glGenBuffers(1, &VBO);
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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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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\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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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"} \0";
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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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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int shaderProgram;
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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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std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwPollEvents();
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glfwPollEvents();
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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