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https://github.com/TheRedShip/RT_GPU.git
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~ | First triangle
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@ -37,23 +37,10 @@ char* load_file(char const* path)
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return buffer;
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}
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void Shader::checkCompileErrors(GLuint shader)
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Shader::Shader(std::string vertexPath, std::string fragmentPath)
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{
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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}
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Shader::Shader(char *vertexPath, char *fragmentPath)
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{
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const char *vertexCode = load_file(vertexPath);
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const char *fragmentCode = load_file(fragmentPath);
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const char *vertexCode = load_file(vertexPath.c_str());
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const char *fragmentCode = load_file(fragmentPath.c_str());
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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@ -70,15 +57,6 @@ Shader::Shader(char *vertexPath, char *fragmentPath)
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checkCompileErrors(_fragment);
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}
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void Shader::attach(void)
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{
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_program = glCreateProgram();
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glAttachShader(_program, _vertex);
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glAttachShader(_program, _fragment);
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glLinkProgram(_program);
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}
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Shader::Shader(Shader const &src)
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{
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*this = src;
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@ -102,6 +80,28 @@ Shader::~Shader(void)
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glDeleteProgram(_program);
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}
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void Shader::attach(void)
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{
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_program = glCreateProgram();
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glAttachShader(_program, _vertex);
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glAttachShader(_program, _fragment);
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glLinkProgram(_program);
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}
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void Shader::checkCompileErrors(GLuint shader)
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{
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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}
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GLuint Shader::getProgram(void) const
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{
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return (_program);
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