Can now load models from file, kinda
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4c3c1687ef
commit
ac5bf9abdb
13 changed files with 10247 additions and 12 deletions
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@ -47,10 +47,10 @@ int main(int argc, char** argv)
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// Create vertices for square
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float vertices[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int indices[] = {
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@ -59,9 +59,8 @@ int main(int argc, char** argv)
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};
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oglu::VertexAttribute topology[] = {
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{ 0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 },
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{ 1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)) },
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{ 2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)) }
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{ 0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0 },
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{ 1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)) }
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};
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// Make a square
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@ -1,5 +1,4 @@
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#version 330 core
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in vec3 oCol;
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in vec2 oUV;
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out vec4 FragColor;
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@ -1,9 +1,7 @@
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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 aCol;
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layout (location = 2) in vec2 aUV;
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layout (location = 1) in vec2 aUV;
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out vec3 oCol;
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out vec2 oUV;
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uniform mat4 model;
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@ -12,7 +10,6 @@ uniform mat4 projection;
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void main()
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{
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oCol = aCol;
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oUV = aUV;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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