mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Fixing
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
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/* Updated: 2025/01/28 19:01:09 by ycontre ### ########.fr */
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/* Updated: 2025/01/30 18:02:33 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -154,7 +154,7 @@ int main(int argc, char **argv)
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window.imGuiNewFrame();
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glUseProgram(shader.getProgram());
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shader.drawTriangles(size);
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shader.drawTriangles();
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window.imGuiRender();
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
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/* Updated: 2025/01/24 19:13:13 by ycontre ### ########.fr */
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/* Updated: 2025/01/30 17:52:32 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -155,7 +155,7 @@ void Shader::setupVertexBuffer()
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{
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Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
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size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
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_size = sizeof(vertices) / sizeof(Vertex) / 3;
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glGenVertexArrays(1, &_screen_VAO);
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glGenBuffers(1, &_screen_VBO);
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@ -163,7 +163,7 @@ void Shader::setupVertexBuffer()
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glBindVertexArray(_screen_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, _size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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@ -177,14 +177,14 @@ void Shader::setupVertexBuffer()
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glBindVertexArray(0);
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}
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void Shader::drawTriangles(size_t size)
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void Shader::drawTriangles()
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _output_texture);
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glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
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glBindVertexArray(_screen_VAO);
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glDrawArrays(GL_TRIANGLES, 0, size * 3);
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glDrawArrays(GL_TRIANGLES, 0, _size * 3);
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}
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void Shader::set_int(const std::string &name, int value) const
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