Colored triangles with VAO and VBO
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@@ -169,10 +169,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
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int main(int argc, char* args[]) {
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GLFWwindow* window;
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GLuint tex_jpe;
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GLuint tex_jpg;
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GLuint tex_gif;
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GLuint tex_png;
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GLuint tex_bmp;
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int textw, texth;
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int timer = 0;
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@@ -213,15 +209,56 @@ int main(int argc, char* args[]) {
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}
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// INIT
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GLuint VertexArrayID;
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glGenVertexArrays(1, &VertexArrayID);
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glBindVertexArray(VertexArrayID);
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// An array of 3 vectors which represents 3 vertices
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f, // (bottom - left ) TRIANGLE 1
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1.0f, -1.0f, 0.0f, // (bottom - right)
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-1.0f, 1.0f, 0.0f, // (top - left )
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1.0f, 1.0f, 0.0f, // (top - right) TRIANGLE 2
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1.0f, -1.0f, 0.0f, // (bottom - right)
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-1.0f, 1.0f, 0.0f, // (top - left )
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};
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// One color for each vertex. They were generated randomly.
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static const GLfloat g_color_buffer_data[] = {
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0.583f, 0.771f, 0.014f,
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0.609f, 0.115f, 0.436f,
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0.327f, 0.483f, 0.844f,
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0.822f, 0.569f, 0.201f,
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0.435f, 0.602f, 0.223f,
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0.310f, 0.747f, 0.185f,
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};
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// Identify our vertex buffer
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GLuint vertexbuffer;
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glGenBuffers(1, &vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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// Identify our color buffer
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GLuint colorbuffer;
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glGenBuffers(1, &colorbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
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tex_jpe=LoadTexture("../img/tests/test.jpeg",&textw,&texth);
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//tex_jpg=LoadTexture("../img/tests/test.jpg",&textw,&texth);
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//tex_png=LoadTexture("../img/tests/test.png",&textw,&texth);
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//tex_bmp=LoadTexture("../img/tests/test.bmp",&textw,&texth);
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GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
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printf("%d", programID);
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GLint textureLocation = glGetUniformLocationARB(programID, "texture");
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glUniform1iARB(textureLocation, tex_jpe);
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//GLint textureLocation = glGetUniformLocationARB(programID, "myTextureSampler");
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//glUniform1iARB(textureLocation, tex_jpe);
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// INIT END
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/* Loop until the user closes the window */
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@@ -234,21 +271,35 @@ int main(int argc, char* args[]) {
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glUseProgram(programID);
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// RENDER
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/*if (timer<200)
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DrawTexture(50,50,tex_jpe,textw,texth);
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else if (timer<400)
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DrawTexture(50,50,tex_jpg,textw,texth);
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else if (timer<600)
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DrawTexture(50,50,tex_png,textw,texth);
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else
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DrawTexture(50,50,tex_bmp,textw,texth);*/
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glBegin(GL_QUADS);
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glTexCoord2d(0.0,0.0); glVertex2f(-1, -1);
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glTexCoord2d(1.0,0.0); glVertex2f(1, -1);
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glTexCoord2d(1.0,1.0); glVertex2f(1, 0);
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glTexCoord2d(0.0,1.0); glVertex2f(-1, 0);
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glEnd();
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// 1rst attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glVertexAttribPointer(
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0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// 2nd attribute buffer : colors
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Draw the triangle !
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glDrawArrays(GL_TRIANGLES, 0, 2*3); // 2*3 indices starting at 0 -> 2 triangles -> 1 square
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glDisableVertexAttribArray(0);
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// RENDER END
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/* Swap front and back buffers */
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