hello rectangele
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@ -1,16 +1,30 @@
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float tri_vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
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float sqr_vertices[] = {
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0.5f, 0.5f, 0.0f, /*top R*/
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0.5f, -0.5f, 0.0f, /*bottom R*/
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-0.5f, -0.5f, 0.0f, /*bottom L*/
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-0.5f, 0.5f, 0.0f/*top R*/
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};
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unsigned int sqr_indices[] = {
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0, 1, 3,/*tl triangle*/
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1, 2, 3 /*br triangle*/
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};
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const char *basicVertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"out vec3 color;\n"
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"void main()\n"
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"{\n"
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" color = aPos;"
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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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const char *basicFragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"out vec3 FragColor;\n"
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"in vec3 color;"
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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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" FragColor = (color/2+.5)*1.5;\n"
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"}\n";
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12
src/main.cpp
12
src/main.cpp
@ -32,19 +32,22 @@ int main(void) {
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int VBO,VAO;
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unsigned int VBO,VAO,EBO;
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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(tri_vertices), tri_vertices,
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glBufferData(GL_ARRAY_BUFFER, sizeof(sqr_vertices), sqr_vertices,
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GL_STATIC_DRAW);
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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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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, GL_STATIC_DRAW);
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unsigned int shaderProgram =
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shaderProgramCMPL(basicVertexShaderSource, basicFragmentShaderSource);
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glUseProgram(shaderProgram);
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@ -57,7 +60,8 @@ int main(void) {
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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