Increase readability of test program
- use better variable names - group code for individual drawn features together
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1350bd4a62
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@ -8,60 +8,63 @@ using namespace std;
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#define WIDTH 800
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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::Program> program;
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shared_ptr<glcxx::Program> program2;
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shared_ptr<glcxx::Buffer> buffer;
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shared_ptr<glcxx::Buffer> buffer2;
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shared_ptr<glcxx::Buffer> buffer3;
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shared_ptr<glcxx::Array> quad_array;
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shared_ptr<glcxx::Program> quad_program;
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shared_ptr<glcxx::Buffer> quad_geom_buffer;
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shared_ptr<glcxx::Array> triangle_array;
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shared_ptr<glcxx::Program> triangle_program;
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shared_ptr<glcxx::Buffer> triangle_geom_buffer;
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shared_ptr<glcxx::Buffer> triangle_color_buffer;
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bool init(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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try
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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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program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl"),
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"position", 0);
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program2 = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl"),
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"position", 0,
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"color", 1);
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buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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quad_geom_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{-0.5, -0.5,
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0.5, -0.5,
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0.5, 0.5,
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-0.5, 0.5});
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buffer2 = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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quad_array = make_shared<glcxx::Array>();
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quad_array->bind();
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glEnableVertexAttribArray(0);
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quad_geom_buffer->bind();
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
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quad_program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl"),
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"position", 0);
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triangle_geom_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{0.2, 0.2,
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0.9, 0.2,
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0.9, 0.9});
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buffer3 = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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triangle_color_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{1.0, 0.1, 0.1, 1.0,
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0.1, 1.0, 0.1, 1.0,
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0.1, 0.1, 1.0, 1.0});
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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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triangle_array = make_shared<glcxx::Array>();
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array2->bind();
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triangle_array->bind();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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buffer2->bind();
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triangle_geom_buffer->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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triangle_color_buffer->bind();
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL);
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triangle_program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl"),
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"position", 0,
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"color", 1);
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}
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catch (glcxx::Error & e)
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{
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@ -75,14 +78,14 @@ void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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array1->bind();
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program->use();
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GLint uniform_location = program->get_uniform_location("color");
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quad_array->bind();
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quad_program->use();
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GLint uniform_location = quad_program->get_uniform_location("color");
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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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array2->bind();
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program2->use();
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triangle_array->bind();
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triangle_program->use();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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SDL_GL_SwapWindow(window);
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