test VAOs
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eca4c440bc
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@ -8,6 +8,8 @@ using namespace std;
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#define WIDTH 800
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#define WIDTH 800
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#define HEIGHT 600
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#define HEIGHT 600
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shared_ptr<glcxx::Array> array1;
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shared_ptr<glcxx::Array> array2;
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shared_ptr<glcxx::Shader> vs;
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shared_ptr<glcxx::Shader> vs;
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shared_ptr<glcxx::Shader> vs2;
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shared_ptr<glcxx::Shader> vs2;
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shared_ptr<glcxx::Shader> fs;
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shared_ptr<glcxx::Shader> fs;
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@ -23,6 +25,10 @@ bool init(void)
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClearColor (0.0, 0.0, 0.0, 0.0);
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try
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try
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{
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{
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array1 = make_shared<glcxx::Array>();
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array2 = make_shared<glcxx::Array>();
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array1->create();
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array2->create();
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vs = make_shared<glcxx::Shader>();
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vs = make_shared<glcxx::Shader>();
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vs2 = make_shared<glcxx::Shader>();
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vs2 = make_shared<glcxx::Shader>();
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fs = make_shared<glcxx::Shader>();
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fs = make_shared<glcxx::Shader>();
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@ -64,6 +70,19 @@ bool init(void)
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0.1, 0.1, 1.0, 1.0,
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0.1, 0.1, 1.0, 1.0,
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};
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};
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buffer3->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &colors, sizeof(colors));
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buffer3->create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, &colors, sizeof(colors));
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array1->bind();
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glEnableVertexAttribArray(0);
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buffer->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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array2->bind();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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buffer2->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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buffer3->bind();
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
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}
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}
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catch (glcxx::Error & e)
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catch (glcxx::Error & e)
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{
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{
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@ -77,19 +96,13 @@ void display(SDL_Window * window)
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{
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnableVertexAttribArray(0);
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array1->bind();
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buffer->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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program->use();
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program->use();
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GLint uniform_location = program->get_uniform_location("color");
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GLint uniform_location = program->get_uniform_location("color");
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glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
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glUniform4f(uniform_location, 1.0, 0.6, 0.2, 1.0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glEnableVertexAttribArray(1);
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array2->bind();
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buffer2->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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buffer3->bind();
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
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program2->use();
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program2->use();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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