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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "utils.h"
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#include <algorithm>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <array>
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#include <stack>
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#define numVAOs 1
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#define numVBOs 3
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GLuint renderingProgram,expandingPlaneProgram;
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GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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glm::vec3 camera;
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GLuint vLoc,projLoc;
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int width, height;
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float aspect;
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glm::mat4 mMat, pMat, vMat, mvMat;
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std::stack<glm::mat4>transforms;
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GLuint cupYayTex,iceTex;
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void setupTextures(void){
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glActiveTexture(GL_TEXTURE0);
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}
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void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin
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float cubePositions[108] = {
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-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f
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};
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float pyramidPositions[54]={
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-1.0f, -1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, - 1.0f, 1.0f, - 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f
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};
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float plane[6*3]={
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-1,1,0,1,1,0,-1,-1,0,
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-1,-1,0,1,1,0,1,-1,0
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};
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float planeUVs[6*2]={
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0,1,1,1,0,0,
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0,0,1,1,1,0
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};
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glGenVertexArrays(1, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(numVBOs, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubePositions), cubePositions, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(plane), plane, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeUVs), planeUVs, GL_STATIC_DRAW);
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}
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void init(GLFWwindow* window) {
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
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expandingPlaneProgram=utils::createShaderProgram("vertShader2.glsl","fragShader2.glsl");
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camera={0.0f,0.0f,-10.0f};
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setupVertices();
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cupYayTex=utils::loadTexture("cupyay4.png");
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iceTex=utils::loadTexture("ice.jpg");
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setupTextures();
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}
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double lastTime=0;
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void DrawCube(){
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glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(mMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,36);
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}
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void DrawSquarePyramid(){
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glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(mMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,18);
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}
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GLuint timeLoc;
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GLuint mvLoc;
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float size=0;
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GLuint texLoc;
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void display(GLFWwindow* window, double currentTime) {
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double elapsedTime=currentTime-lastTime;
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lastTime=currentTime;
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glClear(GL_DEPTH_BUFFER_BIT);
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glClearColor(0,0,0.2,1);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(renderingProgram);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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vLoc=glGetUniformLocation(renderingProgram,"v_matrix");
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
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timeLoc=glGetUniformLocation(renderingProgram,"time");
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glfwGetFramebufferSize(window,&width,&height);
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aspect=(float)width/(float)height;
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pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
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vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
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transforms.push(vMat);
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mMat=glm::translate(transforms.top(),{0.f,0.f,0.f});
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glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(vMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glUniform1f(timeLoc,currentTime);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArraysInstanced(GL_TRIANGLES,0,36,100000);
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size+=currentTime/1000;
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glUseProgram(expandingPlaneProgram);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glfwGetFramebufferSize(window,&width,&height);
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aspect=(float)width/(float)height;
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pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
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vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
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mMat=glm::translate(glm::mat4{1.0},{0,0,0});
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mMat=glm::scale(mMat,{size,size,size});
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mvMat=vMat*mMat;
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mvLoc=glGetUniformLocation(expandingPlaneProgram,"mv_matrix");
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projLoc=glGetUniformLocation(expandingPlaneProgram,"proj_matrix");
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texLoc=glGetUniformLocation(expandingPlaneProgram,"texture");
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[2]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindTexture(GL_TEXTURE_2D,iceTex);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDrawArrays(GL_TRIANGLES,0,6);
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mMat=glm::translate(glm::mat4{1.0},{10,0,0});
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mMat=glm::scale(mMat,{size,size,size});
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mvMat=vMat*mMat;
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mvLoc=glGetUniformLocation(expandingPlaneProgram,"mv_matrix");
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projLoc=glGetUniformLocation(expandingPlaneProgram,"proj_matrix");
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texLoc=glGetUniformLocation(expandingPlaneProgram,"texture");
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[2]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindTexture(GL_TEXTURE_2D,cupYayTex);
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glDrawArrays(GL_TRIANGLES,0,6);
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}
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int main(void) {
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if (!glfwInit()) { exit(EXIT_FAILURE); }
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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GLFWwindow* window = glfwCreateWindow(1920, 1080, "Hello Cubes!", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
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glfwSwapInterval(1);
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init(window);
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while (!glfwWindowShouldClose(window)) {
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display(window,glfwGetTime());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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