Shader from file
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@@ -150,6 +150,9 @@
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\Main.h" />
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<ClInclude Include="src\Main.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<None Include="res\shaders\Basic.shader" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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@@ -24,4 +24,7 @@
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<None Include="res\shaders\Basic.shader" />
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</ItemGroup>
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</Project>
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</Project>
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@@ -1,6 +1,44 @@
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <iostream>
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#include <fstream>
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#include <string>
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#include <sstream>
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struct ShaderProgramSource {
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std::string VertexSource;
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std::string FragmentSource;
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};
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static ShaderProgramSource ParseShader(const std::string& filepath) {
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std::ifstream stream(filepath);
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enum class ShaderType {
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NONE = -1, VERTEX = 0, FRAGMENT = 1
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};
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std::string line;
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std::stringstream ss[2]; //one is the vertex other is the fragment shader
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ShaderType type = ShaderType::NONE;
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while (getline(stream, line)) {
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if (line.find("#shader") != std::string::npos) {
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if (line.find("vertex") != std::string::npos) {
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//set mode to vertex
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type = ShaderType::VERTEX;
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}
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else if (line.find("fragment") != std::string::npos) {
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//set mode to fragment
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type = ShaderType::FRAGMENT;
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}
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}
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else {
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ss[(int)type] << line << "\n";
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}
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}
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return { ss[0].str(), ss[1].str() };
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}
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static unsigned int CompileShader(unsigned int type, const std::string& source) {
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static unsigned int CompileShader(unsigned int type, const std::string& source) {
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unsigned int id = glCreateShader(type);
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unsigned int id = glCreateShader(type);
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@@ -89,26 +127,13 @@ int main(void){
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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std::string vertexShader =
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ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
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"#version 330 core\n"
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std::cout << "VERTEX" << std::endl;
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"\n"
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std::cout << source.VertexSource << std::endl;
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"layout(location = 0) in vec4 position;\n"
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std::cout << "FRAGMENT" << std::endl;
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"\n"
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std::cout << source.FragmentSource << std::endl;
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"void main(){\n"
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" gl_Position = position;\n"
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"}\n";
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std::string fragmentShader =
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unsigned int shader = CreateShader(source.VertexSource, source.FragmentSource);
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"#version 330 core\n"
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"\n"
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"layout(location = 0) out vec4 color;\n"
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"\n"
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"void main(){\n"
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" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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unsigned int shader = CreateShader(vertexShader, fragmentShader);
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glUseProgram(shader);
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glUseProgram(shader);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbinding the buffer
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbinding the buffer
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