Added 2nd texture and removed rgb
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15
shaders/MVPTexNoRGBVert.glsl
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15
shaders/MVPTexNoRGBVert.glsl
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@ -0,0 +1,15 @@
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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 vec2 aTexCoord;
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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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TexCoord = aTexCoord;
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}
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12
shaders/TexNoRGBFrag.glsl
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12
shaders/TexNoRGBFrag.glsl
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@ -0,0 +1,12 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D tex0;
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void main()
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{
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FragColor = texture(tex0, TexCoord);
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}
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20
src/main.cpp
20
src/main.cpp
@ -48,20 +48,20 @@ int main(void) {
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0); /*pos*/
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glEnableVertexAttribArray(1); /*rgb*/
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glEnableVertexAttribArray(2); /*tex_cord*/
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glEnableVertexAttribArray(1); /*tex_cord*/
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Shader *shaderProgram =
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new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
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Shader *shaderProgram = new Shader("./shaders/MVPTexNoRGBVert.glsl",
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"./shaders/TexNoRGBFrag.glsl");
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Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
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Texture *texture2 = new Texture(GL_TEXTURE_2D, "./texture/brick.jpg");
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Camera *cam = new Camera(glm::vec3(0.0, 0.0, 5.0),-90.0f, 0.0f,45.0,800.0/600);
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Camera *cam =
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new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
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while (!glfwWindowShouldClose(window)) {
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@ -72,12 +72,16 @@ int main(void) {
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shaderProgram->setInt("Tex0", 0);
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shaderProgram->setMat4("view", cam->getView());
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shaderProgram->setMat4("projection", cam->getProjection());
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texture->bind(GL_TEXTURE0);
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glBindVertexArray(VAO);
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glEnable(GL_DEPTH_TEST);
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for (unsigned int i = 0; i < 10; i++) {
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if (i % 2 == 0) {
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texture->bind(GL_TEXTURE0);
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} else {
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texture2->bind(GL_TEXTURE0);
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}
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, cubePositions[i]);
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