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7 Commits

Author SHA1 Message Date
k
692fbf8196 loading obj files working.
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2025-05-28 23:56:20 -04:00
k
a75360a8ef added movement
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Verify build / verify_build (push) Successful in 57s
2025-05-28 06:05:52 -04:00
k
b693f6809b light struct 2025-05-28 03:47:10 -04:00
k
6554e0dc74 clean up
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2025-05-28 02:43:29 -04:00
k
0f9f72af4e improve memory cleanup
still bad tho. we leak a-lot. idrc it's a testing repo.
2025-05-27 22:38:56 -04:00
k
6d6bac8ca1 Ligthing working 2025-05-27 22:22:34 -04:00
k
78f53fdd54 Created mesh class
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Verify build / verify_build (push) Successful in 57s
2025-05-27 15:32:05 -04:00
13 changed files with 432 additions and 57 deletions

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@@ -7,7 +7,11 @@ public:
Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
~Camera();
void setPos(glm::vec3 pos);
void addPos(glm::vec3 pos);
void addFPos(glm::vec3 pos);
void setRotate(float yaw, float pitch);
void addRotate(float yaw, float pitch);
glm::vec3 getPos();
glm::mat4 getView();
glm::mat4 getProjection();
float aspect;

31
headers/mesh.hpp Normal file
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@@ -0,0 +1,31 @@
#ifndef MESH_H
#define MESH_H
#include "camera.hpp"
#include "shader.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
class Mesh {
public:
Mesh(Shader *s, unsigned int VAO, int count);
Mesh(Shader *s, std::string path);
~Mesh();
void draw(Camera *c);
void setPosition(glm::vec3 p);
void setScale(glm::vec3 s);
void setRotation(glm::quat r);
void setOwnedBuffers(bool o);
void setOwnedShader(bool o);
Shader *getShader();
private:
bool buffersOwned;
bool shaderOwned;
int count;
unsigned int VAO;
Shader *shader;
glm::vec3 position; /*0,0,0*/
glm::vec3 scale; /*1,1,1*/
glm::quat rotation; /*1,0,0,0*/
};
#endif

4
headers/obj.hpp Normal file
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@@ -0,0 +1,4 @@
#include <glm/glm.hpp>
#include <vector>
unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices);

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@@ -11,6 +11,7 @@ public:
void use();
void setInt(const std::string &name, int value);
void setFloat(const std::string &name, float value);
void setVec3(const std::string &name, glm::vec3 value);
void setMat4(const std::string &name, glm::mat4 value);
private:

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@@ -75,6 +75,50 @@ float cube_vertices[] = {
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/
};
float uvcube[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
const char *basicVertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"

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@@ -0,0 +1,50 @@
#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 ourColor;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
//misc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
// ambient
vec3 ambient = light.ambient * material.ambient;
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * material.specular);
//out
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

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@@ -0,0 +1,9 @@
#version 330 core
out vec4 FragColor;
uniform vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}

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@@ -0,0 +1,18 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
}

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@@ -16,8 +16,28 @@ void Camera::setRotate(float yaw, float pitch) {
update();
}
void Camera::addRotate(float yaw, float pitch) {
this->yaw += yaw;
this->pitch += pitch;
if (this->pitch > 89.0f)
this->pitch = 89.0f;
if (this->pitch < -89.0f)
this->pitch = -89.0f;
update();
}
void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
void Camera::addPos(glm::vec3 pos) { this->pos += pos; }
void Camera::addFPos(glm::vec3 pos) {
glm::vec3 f = glm::normalize(glm::vec3(front.x, 0, front.z));
glm::vec3 r = glm::normalize(glm::cross(f, up));
this->pos += f * pos.x;
this->pos += up * pos.y;
this->pos += r * pos.z;
}
void Camera::update() {
glm::vec3 direction;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
@@ -32,6 +52,8 @@ glm::mat4 Camera::getView() {
return view;
}
glm::vec3 Camera::getPos() { return pos; }
glm::mat4 Camera::getProjection() {
return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
}

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@@ -1,26 +1,21 @@
#include <glad/glad.h> /*Must be before GLFW*/
#include "camera.hpp"
#include "glad/glad.h"
#include <GLFW/glfw3.h>
#include <cassert>
#include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp>
#include <mesh.hpp>
#include <shader.hpp>
#include <shapes.h>
#include <texture.hpp>
#define UNUSED(x) (void)(x)
void processInput(GLFWwindow *window);
glm::vec3 processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
float deltaTime = 0;
int main(void) {
GLFWwindow *init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
@@ -33,79 +28,110 @@ int main(void) {
int is_ok = 0;
is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
assert(is_ok && "Failed to init glad");
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
return window;
}
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
void showFPS(GLFWwindow *window, double delta) {
char title[22];
title[21] = '\0';
snprintf(title, 20, "OpenGl FPS: [%3.2f]", (1 / delta));
glfwSetWindowTitle(window, title);
}
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices,
GL_STATIC_DRAW);
int main(void) {
glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
glm::vec3 lightColor = glm::vec3(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(0); /*pos*/
glEnableVertexAttribArray(1); /*tex_cord*/
Shader *shaderProgram = new Shader("./shaders/MVPTexNoRGBVert.glsl",
"./shaders/TexNoRGBFrag.glsl");
Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
Texture *texture2 = new Texture(GL_TEXTURE_2D, "./texture/brick.jpg");
Camera *cam =
new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
GLFWwindow *window = init();
Camera *cam = new Camera(glm::vec3(0), 0, 0, 45, 800.0 / 600);
glfwSetWindowUserPointer(window, cam);
Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
"./shaders/lighting/Frag.glsl");
Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
"./shaders/lighting/LightFrag.glsl");
Mesh *cube = new Mesh(cubeShader, "./cube.obj");
Mesh *light = new Mesh(lightShader, "./cube.obj");
cube->setOwnedShader(true);
light->setOwnedShader(true);
light->setPosition(lightPos);
light->setScale(glm::vec3(.3));
glEnable(GL_DEPTH_TEST);
float lastFrame = 0;
while (!glfwWindowShouldClose(window)) {
float currentFrame = (float)glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
showFPS(window, deltaTime);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram->use();
shaderProgram->setMat4("view", cam->getView());
shaderProgram->setMat4("projection", cam->getProjection());
Shader *s = cube->getShader();
s->use();
s->setVec3("lightColor", lightColor);
s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
s->setVec3("lightPos", lightPos);
s->setVec3("viewPos", cam->getPos());
glBindVertexArray(VAO);
s->setVec3("light.ambient", glm::vec3(0.2));
s->setVec3("light.diffuse", glm::vec3(0.5));
s->setVec3("light.specular", glm::vec3(1));
s->setVec3("light.position", lightPos);
texture->bind(GL_TEXTURE0);
texture2->bind(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0);
for (unsigned int i = 0; i < 10; i++) {
shaderProgram->setInt("tex0", i%2);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
s->setVec3("material.ambient", glm::vec3(1.0, 0.5, 0.31));
s->setVec3("material.diffuse", glm::vec3(1.0, 0.5, 0.31));
s->setVec3("material.specular", glm::vec3(0.5));
s->setFloat("material.shininess", 32);
cube->draw(cam);
float angle = 20.0f * i;
model =
glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(55.0f),
glm::vec3(1.0f, 0.5f, 0.0f));
shaderProgram->setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
s = light->getShader();
s->use();
s->setVec3("ourColor", lightColor);
light->draw(cam);
glfwSwapBuffers(window);
glfwPollEvents();
processInput(window);
glm::vec3 mov = processInput(window);
mov *= deltaTime;
cam->addFPos(mov);
}
delete (shaderProgram);
delete cam;
delete cube;
delete light;
glfwTerminate();
return 0;
}
void processInput(GLFWwindow *window) {
glm::vec3 processInput(GLFWwindow *window) {
glm::vec3 mov = glm::vec3(0);
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
mov += glm::vec3(1, 0, 0);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
mov -= glm::vec3(1, 0, 0);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
mov += glm::vec3(0, 0, 1);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
mov -= glm::vec3(0, 0, 1);
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
mov += glm::vec3(0, 1, 0);
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
mov -= glm::vec3(0, 1, 0);
mov *= 5;
return mov;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
@@ -115,3 +141,20 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
if (cam)
cam->aspect = (float)width / height;
}
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
static float xprev = 0.0, yprev = 0.0;
float xchange = xpos - xprev;
float ychange = yprev - ypos;
xprev = xpos;
yprev = ypos;
float sensitivity = 0.1f;
xchange *= sensitivity;
ychange *= sensitivity;
Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
if (cam)
cam->addRotate(xchange, ychange);
}

78
src/mesh.cpp Normal file
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@@ -0,0 +1,78 @@
#include "camera.hpp"
#include "obj.hpp"
#include "shader.hpp"
#include <mesh.hpp>
#include <vector>
unsigned int meshInit(std::string path, std::vector<float> &data);
Mesh::Mesh(Shader *s, unsigned int VAO, int count)
: buffersOwned(false), shaderOwned(false), count(count), VAO(VAO),
shader(s), position(glm::vec3(0)), scale(glm::vec3(1)),
rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {}
Mesh::Mesh(Shader *s, std::string path)
: buffersOwned(true), shaderOwned(false), shader(s), position(glm::vec3(0)),
scale(glm::vec3(1)), rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {
std::vector<float> data;
VAO = meshInit(path, data);
count = data.size() / 8;
}
Mesh::~Mesh() {
if (shaderOwned)
delete shader;
if (buffersOwned) {
glDeleteVertexArrays(1, &VAO);
// TODO vbo, ibo
}
}
void Mesh::draw(Camera *c) {
glm::mat4 model = glm::mat4(1);
glBindVertexArray(VAO);
shader->use();
shader->setMat4("view", c->getView());
shader->setMat4("projection", c->getProjection());
model = glm::translate(model, position);
model = glm::scale(model, scale);
model = model * glm::mat4_cast(rotation);
shader->setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, count);
}
void Mesh::setPosition(glm::vec3 p) { position = p; }
void Mesh::setScale(glm::vec3 s) { scale = s; }
void Mesh::setRotation(glm::quat r) { rotation = r; }
void Mesh::setOwnedBuffers(bool o) { buffersOwned = o; }
void Mesh::setOwnedShader(bool o) { shaderOwned = o; }
Shader *Mesh::getShader() { return shader; }
unsigned int meshInit(std::string path, std::vector<float> &data) {
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
loadOBJ(path.c_str(), &data);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), data.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
(void *)(3 * sizeof(float)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
(void *)(6 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2); // not in use
glBindVertexArray(0);
return VAO;
}

66
src/obj.cpp Normal file
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@@ -0,0 +1,66 @@
#include "obj.hpp"
#include <cassert>
#include <cstddef>
#include <cstdio>
#include <cstring>
/*this is ugly but works*/
unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices) {
std::vector<glm::vec3> verts, norms;
std::vector<glm::vec2> uvs;
FILE *file = fopen(path, "r");
assert(file && "file not found");
int tmp = 0;
while (1) {
char lineHeader[128];
int res = fscanf(file, "%s", lineHeader);
if (res == EOF)
break;
if (strcmp(lineHeader, "v") == 0) {
glm::vec3 vert;
tmp = fscanf(file, "%f %f %f\n", &vert.x, &vert.y, &vert.z);
assert(tmp == 3 && "bad vert");
verts.push_back(vert);
} else if (strcmp(lineHeader, "vt") == 0) {
glm::vec2 uv;
tmp = fscanf(file, "%f %f\n", &uv.x, &uv.y);
assert(tmp == 2 && "bad uv");
uvs.push_back(uv);
} else if (strcmp(lineHeader, "vn") == 0) {
glm::vec3 norm;
tmp = fscanf(file, "%f %f %f\n", &norm.x, &norm.y, &norm.z);
assert(tmp == 3 && "bad norm");
norms.push_back(norm);
} else if (strcmp(lineHeader, "f") == 0) {
unsigned int vIndex[3], uvIndex[3], nIndex[3];
tmp = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vIndex[0],
&uvIndex[0], &nIndex[0], &vIndex[1], &uvIndex[1], &nIndex[1],
&vIndex[2], &uvIndex[2], &nIndex[2]);
assert(tmp == 9 && "bad face");
for (size_t i = 0; i < 3; ++i) {
size_t vi, ni, ui;
vi = (vIndex[i] - 1);
ni = (nIndex[i] - 1);
ui = (uvIndex[i] - 1);
assert(verts.size() > vi);
assert(norms.size() > ni);
assert(uvs.size() > ui);
auto vert = verts[vi];
auto norm = norms[ni];
auto uv = uvs[ui];
out_vertices->push_back(vert.x);
out_vertices->push_back(vert.y);
out_vertices->push_back(vert.z);
out_vertices->push_back(norm.x);
out_vertices->push_back(norm.y);
out_vertices->push_back(norm.z);
out_vertices->push_back(uv.x);
out_vertices->push_back(uv.y);
}
}
}
return verts.size();
}

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@@ -45,6 +45,11 @@ void Shader::setFloat(const std::string &name, float value) {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec3(const std::string &name, glm::vec3 value) {
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1,
glm::value_ptr(value));
}
void Shader::setMat4(const std::string &name, glm::mat4 value) {
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
glm::value_ptr(value));