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Commit b412bf65 authored by Martin Štourač's avatar Martin Štourač
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fixed shader creation and vertex shader

parent a67ce1fe
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......@@ -2,8 +2,8 @@
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out FragPos;
out Normal;
out vec3 FragPos; // Was missing 'vec3' -> causing an error
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
......@@ -11,8 +11,8 @@ uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
FragPos = vec3(model * vec4(aPos, 1.0));
gl_Position = projection * view * vec4(FragPos, 1.0);
}
......@@ -26,7 +26,7 @@ public:
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
void setVec3(const std::string &name, glm::vec3 value) const;
void setVec3(const std::string &name, const glm::vec3 &value) const;
unsigned int getID() {return ID;} // Why do we need to expose ID???
......
......@@ -16,7 +16,7 @@ bool Object::buffer_object()
_VBO_vertex.Bind();
_VBO_vertex.SendData(getVertices());
_VAO.LinkVBO(0);
_VBO_vertex.Unbind();
//_VBO_vertex.Unbind();
// Normals
_VBO_normal.Bind();
_VBO_normal.SendData(getNormals());
......
......@@ -77,7 +77,7 @@ Shader::Shader(std::filesystem::path const& vertexPath, std::filesystem::path co
ASSUMPTION(glGetError() == GL_NO_ERROR);
glAttachShader(ID, fragment);
ASSUMPTION(glGetError() == GL_NO_ERROR);
glBindFragDataLocation(ID, 3, "FragColor"); // NOT NECESSARY ?
// glBindFragDataLocation(ID, 3, "FragColor"); // NOT NECESSARY ? EDIT: DO NOT ENABLE!
ASSUMPTION(glGetError() == GL_NO_ERROR);
glLinkProgram(ID);
ASSUMPTION(glGetError() == GL_NO_ERROR);
......@@ -116,7 +116,7 @@ void Shader::setFloat(const std::string &name, float value) const
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
ASSUMPTION(glGetError() == GL_NO_ERROR);
}
void Shader::setVec3(const std::string &name, glm::vec3 value) const
void Shader::setVec3(const std::string &name, const glm::vec3 &value) const
{
ASSUMPTION(ID != 0);
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
......
......@@ -44,7 +44,7 @@ std::vector<unsigned int> obj_indices =
Simulator::Simulator()
: osi::Simulator()
// camera frame, object frame, camera, object
, myShader{"./data/shaders/basicshader.vert",
, myShader{"./data/shaders/lightshader.vert",
"./data/shaders/lightshader.frag"}
, camera{60.0f}
, object{{
......
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