3d transform
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@ -1,6 +1,7 @@
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#ifndef SHADER_H
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#ifndef SHADER_H
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#define SHADER_H
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#define SHADER_H
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <string>
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#include <string>
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class Shader {
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class Shader {
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@ -10,6 +11,7 @@ public:
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void use();
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void use();
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void setInt(const std::string &name, int value);
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void setInt(const std::string &name, int value);
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void setFloat(const std::string &name, float value);
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void setFloat(const std::string &name, float value);
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void setMat4(const std::string &name, glm::mat4 value);
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private:
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private:
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unsigned int ID;
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unsigned int ID;
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18
shaders/MVPTexVert.glsl
Normal file
18
shaders/MVPTexVert.glsl
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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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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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15
src/main.cpp
15
src/main.cpp
@ -1,5 +1,8 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <cassert>
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#include <cassert>
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#include <iostream>
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#include <iostream>
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#include <shader.hpp>
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#include <shader.hpp>
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@ -54,7 +57,7 @@ int main(void) {
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GL_STATIC_DRAW);
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GL_STATIC_DRAW);
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Shader *shaderProgram =
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Shader *shaderProgram =
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new Shader("./shaders/TexVert.glsl", "./shaders/TexFrag.glsl");
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new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
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unsigned int texture;
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unsigned int texture;
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glGenTextures(1, &texture);
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glGenTextures(1, &texture);
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@ -80,6 +83,12 @@ int main(void) {
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stbi_image_free(data);
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stbi_image_free(data);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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glm::mat4 model = glm::mat4(1.0f); /*move model*/
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glm::mat4 view = glm::mat4(1.0f); /*move camera*/
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/
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processInput(window);
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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@ -87,6 +96,10 @@ int main(void) {
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shaderProgram->use();
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shaderProgram->use();
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shaderProgram->setInt("Tex0",0);
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shaderProgram->setInt("Tex0",0);
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shaderProgram->setMat4("model",model);
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shaderProgram->setMat4("view",view);
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shaderProgram->setMat4("projection",projection);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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@ -1,5 +1,6 @@
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#include <fstream>
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#include <fstream>
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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 <iostream>
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#include <iostream>
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#include <shader.hpp>
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#include <shader.hpp>
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#include <sstream>
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#include <sstream>
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@ -44,6 +45,11 @@ void Shader::setFloat(const std::string &name, float value) {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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}
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void Shader::setMat4(const std::string &name, glm::mat4 value) {
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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}
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/*priv*/
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/*priv*/
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unsigned int Shader::shaderCMPL(GLenum type, const char *src) {
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unsigned int Shader::shaderCMPL(GLenum type, const char *src) {
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unsigned int shader;
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unsigned int shader;
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