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https://github.com/Linloir/SceneEditor.git
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Fix compile time errors
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7ce0a4e27d
commit
b5e5b4cfa9
@ -3,6 +3,7 @@
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#include <vector>
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#include "utils.h"
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#include "logger.h"
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class ElementBufferObject
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{
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@ -13,7 +13,7 @@ private:
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std::vector<unsigned int> _indices;
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std::vector<Texture> _textures;
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VertexArrayObject _vao;
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VertexArrayObject _vao = VertexArrayObject::empty();
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public:
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Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures);
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@ -46,6 +46,19 @@ void SceneViewer::initializeGL() {
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_vao.ensureInitialized();
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Logger::info("Vertex Array Object initialized");
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vector<Vertex> vertices = {
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{ { -0.5f, -0.5f, 0.0f } },
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{ { 0.5f, -0.5f, 0.0f } },
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{ { 0.0f, 0.5f, 0.0f } }
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};
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VertexBufferObject vbo(vertices);
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Logger::info("Vertex Buffer Object initialized");
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_vao.bindVertexBufferObject(vbo);
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_vao.setVertexAttributePointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
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_vao.enableVertexAttribute(0);
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Logger::info("Vertex Buffer Object bound to Vertex Array Object");
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_shaderProgram.ensureInitialized();
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Logger::info("Shader Program initialized");
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@ -53,7 +66,9 @@ void SceneViewer::initializeGL() {
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VertexShader vertexShader("./temp/shaders/vertexshader.vs");
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FragmentShader fragmentShader("./temp/shaders/fragmentshader.fs");
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_shaderProgram.attachShader(vertexShader);
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_shaderProgram.attachShader(fragmentShader);
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vertexShader.dispose();
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fragmentShader.dispose();
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}
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void SceneViewer::resizeGL(int w, int h) {
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@ -63,20 +78,7 @@ void SceneViewer::resizeGL(int w, int h) {
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void SceneViewer::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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vector<Vertex> vertices = {
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{ { -0.5f, -0.5f, 0.0f } },
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{ { 0.5f, -0.5f, 0.0f } },
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{ { 0.0f, 0.5f, 0.0f } }
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};
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VertexBufferObject vbo(vertices);
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VertexArrayObject vao(vbo);
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vao.setVertexAttributePointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
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vao.enableVertexAttribute(0);
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VertexShader vertexShader("./temp/shaders/vertexshader.vs");
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FragmentShader fragmentShader("./temp/shaders/fragmentshader.fs");
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ShaderProgram shaderProgram(vertexShader, fragmentShader);
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shaderProgram.bind();
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vao.bind();
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_vao.bind();
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_shaderProgram.bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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@ -5,6 +5,7 @@
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#include <GLM/glm.hpp>
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#include "utils.h"
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#include "logger.h"
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class Shader {
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protected:
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@ -20,7 +20,7 @@ VertexBufferObject::VertexBufferObject(const std::vector<Vertex>& vertices) {
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}
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void VertexBufferObject::setBuffer(const std::vector<Vertex>& vertices) {
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if (id == 0) {
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if (_id == 0) {
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Logger::error("Try to bind buffer to an uninitialized vertex buffer object");
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return;
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}
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@ -4,6 +4,7 @@
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#include "vertex.h"
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#include "utils.h"
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#include "logger.h"
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class VertexBufferObject {
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public:
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