Init Repository
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85
src/main.c
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85
src/main.c
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <stdbool.h>
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#include "Renderer.h"
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#include "Input.h"
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int main() {
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GLFWwindow* window;
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window = initOpenGL();
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glfwSetKeyCallback(window, &key_pressed);
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float vertices[] = {
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-0.3f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.8f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.3f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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float vertices2[] = {
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-0.8f, -0.5f, 0.0f,
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-0.3f, -0.5f, 0.0f,
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-0.5f, 0.5f, 0.0f
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};
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char* vertex1 = "../shaders/vertex1.glsl\0";
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char* fragment1 = "../shaders/fragment1.glsl\0";
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char* vertex2 = "../shaders/vertex2.glsl\0";
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char* fragment2 = "../shaders/fragment2.glsl\0";
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unsigned int shader1, shader2;
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printf("Compiling shader1\n");
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shader1 = loadCompileShader(vertex1, fragment1);
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printf("Compiling shader2\n");
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shader2 = loadCompileShader(vertex2, fragment2);
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unsigned int VAOs[2], VBOs[2];
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glGenVertexArrays(2, VAOs);
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glGenBuffers(2, VBOs);
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//unsigned int EBO;
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//glGenBuffers(1, &EBO);
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glBindVertexArray(VAOs[0]);
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glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(VAOs[1]);
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glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, 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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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader1);
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glBindVertexArray(VAOs[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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float time = glfwGetTime();
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float green = (sin(time) / 2.0f) + 0.5f;
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int vertexColorLocation = glGetUniformLocation(shader2, "Color");
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glUseProgram(shader2);
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glUniform4f(vertexColorLocation, 0.0f, green, 0.0f, 1.0f);
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glBindVertexArray(VAOs[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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