Assertion
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ab92d8abc2
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f3fe4c3713
13 changed files with 159 additions and 18 deletions
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@ -11,4 +11,8 @@
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#endif
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#define BIT(x) 1 << x
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#define BIT(x) 1 << x
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#define LT_ENGINE_ASSERT(x, ...) { if(!(x)) { LT_ENGINE_CRITICAL(__VA_ARGS__); __debugbreak(); } }
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#define LT_CLIENT_ASSERT(x, ...) { if(!(x)) { LT_CLIENT_CRITICAL(__VA_ARGS__); __debugbreak(); } }
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@ -26,6 +26,8 @@ namespace Light {
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void Application::GameLoop()
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{
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LT_ENGINE_ASSERT(!m_LayerStack.IsEmpty(), "Application::GameLoop: Layerstack is empty");
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while (m_Window->IsOpen())
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{
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// Events
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@ -18,26 +18,36 @@ namespace Light {
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s_Context->m_UserInterface.reset();
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}
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// determine the default api
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if (api == GraphicsAPI::Default)
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{
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#ifdef LIGHT_PLATFORM_WINDOWS
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api = GraphicsAPI::OpenGL; // TODO: Change to DirectX
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#endif
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}
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// create gfx context
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switch (api)
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{
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case Light::GraphicsAPI::Default:
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case Light::GraphicsAPI::OpenGL:
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s_Context = new glGraphicsContext(windowHandle);
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break;
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default:
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break;
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// TODO: ASSERT
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LT_ENGINE_ASSERT(false, "GraphicsContext::Create: invalid/unsupported GraphicsAPI {}", api);
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return nullptr;
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}
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// create gfx context dependent classes
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if (s_Context)
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{
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s_Context->m_RenderCommand = std::unique_ptr<RenderCommand>(RenderCommand::Create(windowHandle));
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s_Context->m_UserInterface = std::unique_ptr<UserInterface>(UserInterface::Create(windowHandle));
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// ...Renderer
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// ...UserInterface...
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}
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s_Context->m_RenderCommand = std::unique_ptr<RenderCommand>(RenderCommand::Create(windowHandle));
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s_Context->m_UserInterface = std::unique_ptr<UserInterface>(UserInterface::Create(windowHandle));
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// ...Renderer
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// ...UserInterface...
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// sanity check
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LT_ENGINE_ASSERT(s_Context->m_RenderCommand, "GraphicsContext::Create: RenderCommand creation failed");
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LT_ENGINE_ASSERT(s_Context->m_UserInterface, "GraphicsContext::Create: UserInterface creation failed");
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return s_Context;
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}
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@ -2,7 +2,6 @@
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#include "Base.h"
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struct GLFWwindow;
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namespace Light {
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@ -10,9 +9,13 @@ namespace Light {
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class RenderCommand;
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class UserInterface;
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enum class GraphicsAPI
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enum class GraphicsAPI
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{
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Default, OpenGL // TODO: Add DirectX, Vulkan, Metal.
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Default = 0,
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OpenGL,
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DirectX,
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Vulkan,
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Metal
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};
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class GraphicsContext
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@ -14,7 +14,8 @@ namespace Light {
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return new glRenderCommand(windowHandle);
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default:
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return nullptr; // TODO: Add ASSERT
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LT_ENGINE_ASSERT(false, "RenderCommand::Create: invalid/unsupported GraphicsAPI {}", GraphicsContext::GetGraphicsAPI());
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return nullptr;
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}
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}
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@ -1,7 +1,22 @@
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#include "ltpch.h"
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#include "Shader.h"
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#include "OpenGL/glShader.h"
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#include "GraphicsContext.h"
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namespace Light {
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Shader* Shader::Create(const std::string& vertexPath, const std::string& pixelPath)
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{
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switch (GraphicsContext::GetGraphicsAPI())
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{
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case GraphicsAPI::OpenGL:
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return new glShader(vertexPath, pixelPath);
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default:
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LT_ENGINE_ASSERT(false, "Shader::Create: invalid/unsupported GraphicsAPI {}", GraphicsContext::GetGraphicsAPI());
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return nullptr;
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}
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}
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}
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@ -6,7 +6,7 @@ namespace Light {
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{
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private:
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public:
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static Shader* Create();
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static Shader* Create(const std::string& vertexPath, const std::string& pixelPath);
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virtual ~Shader() = default;
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@ -29,6 +29,8 @@ namespace Light {
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void OnEvent(const Event& event);
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inline bool IsEmpty() { return m_Layers.empty(); }
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std::vector<Layer*>::iterator begin() { return m_Layers.begin(); }
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std::vector<Layer*>::iterator end() { return m_Layers.end(); }
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@ -18,6 +18,10 @@ namespace Light {
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{
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case GraphicsAPI::OpenGL:
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return new glUserInterface(windowHandle);
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default:
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LT_ENGINE_ASSERT(false, "UserInterface::Create: invalid/unsupported GraphicsAPI {}", GraphicsContext::GetGraphicsAPI());
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return nullptr;
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}
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}
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@ -16,7 +16,8 @@ namespace Light {
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m_GraphicsAPI = GraphicsAPI::OpenGL;
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glfwMakeContextCurrent(windowHandle);
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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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LT_ENGINE_ASSERT(gladLoadGLLoader((GLADloadproc)glfwGetProcAddress),
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"glGraphicsContext::glGraphicsContext: gladLoadGLLoader: failed to initialize opengl context");
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LT_ENGINE_INFO("glGraphicsContext:");
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LT_ENGINE_INFO(" Renderer: {}", glGetString(GL_RENDERER));
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76
Engine/src/Platform/GraphicsAPI/OpenGL/glShader.cpp
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76
Engine/src/Platform/GraphicsAPI/OpenGL/glShader.cpp
Normal file
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#include "ltpch.h"
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#include "glShader.h"
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#include <GLAD/glad.h>
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namespace Light {
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glShader::glShader(const std::string& vertexPath, const std::string& pixelPath)
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{
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m_ShaderID = glCreateProgram();
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int pixelShader = glCreateShader(GL_FRAGMENT_SHADER);
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const char* vertexPath_cstr = vertexPath.c_str();
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const char* pixelPath_cstr = pixelPath.c_str();
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glShaderSource(vertexShader, 1, &vertexPath_cstr, NULL);
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glShaderSource(pixelShader, 1, &pixelPath_cstr, NULL);
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glCompileShader(vertexShader);
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glCompileShader(pixelShader);
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// TEMP
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int isCompiled = 0;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled);
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if (isCompiled == GL_FALSE)
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{
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GLint maxLength = 0;
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glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
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std::vector<char> errorLog(maxLength);
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glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &errorLog[0]);
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glDeleteShader(vertexShader);
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}
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glGetShaderiv(pixelShader, GL_COMPILE_STATUS, &isCompiled);
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if (isCompiled == GL_FALSE)
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{
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GLint maxLength = 0;
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glGetShaderiv(pixelShader, GL_INFO_LOG_LENGTH, &maxLength);
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std::vector<char> errorLog(maxLength);
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glGetShaderInfoLog(pixelShader, maxLength, &maxLength, &errorLog[0]);
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glDeleteShader(pixelShader);
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}
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// TEMP
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glAttachShader(m_ShaderID, vertexShader);
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glAttachShader(m_ShaderID, pixelShader);
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glLinkProgram(m_ShaderID);
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glDeleteShader(vertexShader);
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glDeleteShader(pixelShader);
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// TODO: validate program
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}
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glShader::~glShader()
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{
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glDeleteProgram(m_ShaderID);
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}
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void glShader::Bind()
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{
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glUseProgram(m_ShaderID);
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}
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void glShader::UnBind()
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{
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glUseProgram(NULL);
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}
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}
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21
Engine/src/Platform/GraphicsAPI/OpenGL/glShader.h
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Engine/src/Platform/GraphicsAPI/OpenGL/glShader.h
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#pragma once
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#include "Base.h"
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#include "Graphics/Shader.h"
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namespace Light {
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class glShader : public Shader
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{
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private:
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unsigned int m_ShaderID;
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public:
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glShader(const std::string& vertexPath, const std::string& pixelPath);
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~glShader();
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void Bind() override;
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void UnBind() override;
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};
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}
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wWindow::wWindow(const WindowProperties& properties, std::function<void(Event&)> callback)
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: m_Properties(properties), m_EventCallback(callback)
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{
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if (!glfwInit()) __debugbreak();
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LT_ENGINE_ASSERT(glfwInit(), "wWindow::wWindow: glfwInit: failed to initialize glfw");
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m_Handle = glfwCreateWindow(properties.width, properties.height, properties.title.c_str(), nullptr, nullptr);
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LT_ENGINE_ASSERT(m_Handle, "wWindow::wWindow: glfwCreateWindow: failed to create glfw window");
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glfwSetWindowUserPointer(m_Handle, &m_EventCallback);
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BindGlfwEvents();
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m_GraphicsContext = std::unique_ptr<GraphicsContext>(GraphicsContext::Create(GraphicsAPI::OpenGL, m_Handle));
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LT_ENGINE_ASSERT(m_GraphicsContext, "wWindow::wWindow: graphics context creation failed");
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}
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wWindow::~wWindow()
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