Changing how Attribute locations are looked up.
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14
main.cc
14
main.cc
@ -16,8 +16,6 @@
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#include <ACGL/OpenGL/glloaders/extensions.hh>
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#include <ACGL/Base/Settings.hh>
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#include "model.hh"
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Application::Application() {
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graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 100.0f);
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}
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@ -42,13 +40,17 @@ void Application::init()
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ACGL::Base::Settings::the()->setTexturePath("Geometry/");
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ACGL::Base::Settings::the()->setGeometryPath("Geometry/");
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// load Model to give shader correct Attribute locations
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// TODO look up if this is really necessary, since this looks really stupid.
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Model model = Model("Bunny.obj");
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// construct VAO to give shader correct Attribute locations
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ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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ab->defineAttribute("aPosition", GL_FLOAT, 3);
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ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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ab->defineAttribute("aNormal", GL_FLOAT, 3);
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ACGL::OpenGL::SharedVertexArrayObject vao = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
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vao->attachAllAttributes(ab);
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// look up all shader files starting with 'phong' and build a ShaderProgram from it:
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shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
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model.getReference()->getAttributeLocations()).create();
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vao->getAttributeLocations()).create();
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shader->use();
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// load Level
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