2023-07-23 16:46:30 +02:00
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// To compile on Windows
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2023-07-24 23:15:49 +02:00
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// Install GLFW 3.3.8
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// https://www.glfw.org/download.html
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2023-07-26 23:29:51 +02:00
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// Install GLEW 2.2.0
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// https://github.com/nigels-com/glew/releases/tag/glew-2.2.0
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//
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// extract the downloaded .zip files to "C:/libs"; this is currently expected
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2023-07-24 23:15:49 +02:00
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// by our CMakeLists.txt.
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2023-07-23 16:46:30 +02:00
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// Install CMake
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// https://cmake.org/download
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// Add to PATH for all users
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// from project root:
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// mkdir build
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// cd build
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// cmake ..
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// cmake --build .
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2023-07-23 17:46:53 +02:00
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// The last step compiles the executable - this can also be done from Visual
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// Studio
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2023-07-23 16:46:30 +02:00
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2023-07-23 17:46:53 +02:00
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// To run in VS
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// Set startup project in Solution Explorer
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2023-07-24 23:15:49 +02:00
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// Press F5 to run
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//
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// To compile on Arch Linux
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//
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// Install dependencies
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2023-07-24 23:31:58 +02:00
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// sudo pacman -S glfw mesa glew
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2023-07-24 23:15:49 +02:00
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//
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// Build
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// cmake ..
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// cmake --build .
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2023-07-23 17:46:53 +02:00
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2023-07-31 02:14:23 +02:00
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#include <glm/glm.hpp>
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2023-07-24 23:31:58 +02:00
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#include <GL/glew.h>
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2023-07-23 17:46:53 +02:00
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#include <GLFW/glfw3.h>
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2023-07-23 16:45:15 +02:00
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2023-07-24 23:31:58 +02:00
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#include <iostream>
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2023-07-24 23:54:37 +02:00
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#include <fstream>
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#include <sstream>
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#include <string>
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2023-07-27 21:54:06 +02:00
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#include <chrono>
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2023-07-24 23:54:37 +02:00
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std::string readFile(const std::string& filePath)
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{
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std::ifstream fileStream(filePath, std::ios::in);
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if (!fileStream.is_open())
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{
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std::cerr << "Could not read file " << filePath <<
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". File does not exist." << std::endl;
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return "";
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}
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std::stringstream sstr;
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sstr << fileStream.rdbuf();
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fileStream.close();
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return sstr.str();
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}
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GLuint compileShader(const std::string& shaderPath, GLenum shaderType)
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{
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GLuint shader;
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GLint success;
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std::string shaderSource = readFile(shaderPath);
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const char* source = shaderSource.c_str();
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shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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GLchar infoLog[512];
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cerr << "shader compilation failed" << std::endl
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<< infoLog << std::endl;
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}
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return shader;
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}
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2023-07-24 23:31:58 +02:00
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2023-07-27 21:54:06 +02:00
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std::chrono::steady_clock::time_point startTime = std::chrono::steady_clock::now();
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float getTime()
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{
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std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
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std::chrono::duration<float> timeSpan = std::chrono::duration_cast<std::chrono::duration<float>>(now - startTime);
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return timeSpan.count();
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}
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2023-07-27 01:04:23 +02:00
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#include <vector>
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#include <cmath>
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#include "astro/twoBodyMethods.hpp"
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2023-07-23 16:45:15 +02:00
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int main()
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{
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2023-07-27 01:04:23 +02:00
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// Calculate period of ISS orbit around the Earth
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const float semiMajorAxis = 6738000;
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const float gravitationalParameter = 3.986e14;
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float period = astro::computeKeplerOrbitalPeriod(semiMajorAxis, gravitationalParameter);
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period /= 60.0;
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std::cout << period << std::endl;
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2023-07-31 02:14:23 +02:00
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glm::vec3 v(0.0, 1.0, 2.0);
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std::cout << "(" << v.x << ", " << v.y << ", " << v.z << ")" << std::endl;
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2023-07-24 23:54:37 +02:00
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// Set up GLFW, OpenGL and GLEW.
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2023-07-23 17:46:53 +02:00
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if (!glfwInit())
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return -1;
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2023-07-27 01:34:41 +02:00
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GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Astro", NULL, NULL);
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2023-07-23 17:46:53 +02:00
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if (!window)
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{
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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2023-07-24 23:31:58 +02:00
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cerr << "Failed to initialize GLEW" << std::endl;
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return -1;
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}
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2023-07-24 23:54:37 +02:00
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// VAO, VBO
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float vertices[] =
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{
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-0.5, -0.5, 0.0, // left
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0.5, -0.5, 0.0, // right
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0.0, 0.5, 0.0 // top
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};
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GLuint VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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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, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// Shaders
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GLuint vertShader = compileShader("./vert.glsl", GL_VERTEX_SHADER);
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GLuint fragShader = compileShader("./frag.glsl", GL_FRAGMENT_SHADER);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertShader);
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glAttachShader(shaderProgram, fragShader);
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glLinkProgram(shaderProgram);
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GLint success;
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GLchar infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cerr << "shader linking failed" << std::endl
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<< infoLog << std::endl;
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}
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// We no longer need the individual shaders
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glDeleteShader(vertShader);
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glDeleteShader(fragShader);
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2023-07-27 21:54:06 +02:00
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// Main loop
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2023-07-23 17:46:53 +02:00
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while (!glfwWindowShouldClose(window))
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{
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2023-07-24 23:54:37 +02:00
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glClearColor(0.2, 0.3, 0.3, 1.0);
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2023-07-23 18:21:44 +02:00
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glClear(GL_COLOR_BUFFER_BIT);
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2023-07-24 23:54:37 +02:00
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glUseProgram(shaderProgram);
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2023-07-27 21:54:06 +02:00
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GLint timeLocation = glGetUniformLocation(shaderProgram, "_Time");
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if (timeLocation == -1)
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{
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std::cerr << "Could not find uniform: _Time" << std::endl;
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}
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float timeValue = getTime();
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glUniform1f(timeLocation, timeValue);
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2023-07-24 23:54:37 +02:00
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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2023-07-23 18:21:44 +02:00
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2023-07-24 23:54:37 +02:00
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glfwSwapBuffers(window);
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2023-07-23 17:46:53 +02:00
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glfwPollEvents();
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}
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2023-07-24 23:54:37 +02:00
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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2023-07-23 17:46:53 +02:00
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glfwTerminate();
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2023-07-23 16:45:15 +02:00
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return 0;
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2023-07-24 23:15:49 +02:00
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}
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