Initial commit

This commit is contained in:
2025-11-17 10:28:09 +01:00
parent 7bff81691f
commit 6ee36e26be
391 changed files with 110253 additions and 0 deletions

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#include "renderPass.h"
#include "../event.h"
#include "../vector2.h"
#include "../shader.h"
#include "int.h"
#include "../fontRenderer.h"
#include "../program.h"
#include "../mesh.h"
class tesselation extends renderPass{
struct program * program;
struct mesh * mesh;
fontRenderer * font = new fontRenderer();
sampler2D * samplerArray;
char * textFromNumber( int i) {
char * fileName = malloc( sizeof( char ) * 100 );
sprintf( fileName, "%d", i );
return fileName;
}
prepare() {
shader * vertexShader = new shader( GL_VERTEX_SHADER );
vertexShader->loadFromFile( "assets/shaders/quadScale.vertex" );
shader * fragmentShader = new shader( GL_FRAGMENT_SHADER );
fragmentShader->loadFromFile( "assets/shaders/color.fragment" );
shader * geometryShader = new shader( GL_GEOMETRY_SHADER );
geometryShader->loadFromFile( "assets/shaders/tesselation.geometry.shader" );
shader * tesselationControlShader = new shader( GL_TESS_CONTROL_SHADER );
tesselationControlShader->loadFromFile( "assets/shaders/tesselation.triangle.tsc.shader" );
shader * tesselationEvaluationShader = new shader( GL_TESS_EVALUATION_SHADER );
tesselationEvaluationShader->loadFromFile( "assets/shaders/tesselation.triangle.shader" );
this->program = new program();
this->program->addShader( vertexShader );
this->program->addShader( fragmentShader );/*
this->program->addShader( geometryShader );
this->program->addShader( tesselationControlShader );
this->program->addShader( tesselationEvaluationShader );*/
this->program->create();
this->mesh = new mesh();
this->mesh->setProgram( this->program );
this->mesh->createBuffers();
glUseProgram( this->program->glProgram );
}
render() {
glUseProgram( this->program->glProgram );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
int numItems = 12;
//this->program->setUniform( "samplerArray", this->samplerArray );
glBindVertexArray( this->mesh->vertexArrayObject );
glDrawElements( GL_LINE_STRIP, numItems, GL_UNSIGNED_INT, ( void * ) 0 );
}
}