texturing works
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resources/textures/thonk.png
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resources/textures/thonk.png
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@ -24,7 +24,7 @@ public class Test {
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0, 1, 2,
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0, 2, 3
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}, new Material(new Texture("resources/textures/testimg.png")));
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}, new Material(new Texture("resources/textures/thonk.png")));
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public void run() throws Exception {
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setup();
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@ -49,7 +49,7 @@ public class Test {
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display.create();
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shader = new Shader("/resources/shaders/mainVertex.glsl", "/resources/shaders/mainFragment.glsl");
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renderer = new Renderer(shader);
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display.setBackgroundColor(1F, 0, 0);
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display.setBackgroundColor(1F, 1F, 1F);
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mesh.create();
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shader.create();
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@ -10,9 +10,10 @@ public class Vertex {
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private Vector3f color;
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private Vector2f textureCoords;
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public Vertex (Vector3f position, Vector3f color, Vector2f texture) {
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public Vertex (Vector3f position, Vector3f color, Vector2f textureCoords) {
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this.position = position;
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this.color = color;
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this.textureCoords = textureCoords;
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}
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public Vector3f getPosition() {
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@ -1,5 +1,6 @@
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package org.hl.engine.io;
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import org.hl.engine.math.lalg.Vector3f;
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import org.lwjgl.glfw.GLFWErrorCallback;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.glfw.GLFWWindowSizeCallback;
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import org.lwjgl.opengl.GL;
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@ -96,6 +97,8 @@ public class Display {
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// Creates the window (should go in the init() function of your Main program)
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public void create() throws Exception {
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GLFWErrorCallback.createPrint(System.err).set();
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// initializing glfw
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if (!glfwInit()) {
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//System.err.println("Failed to initialize GLFW! ");
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@ -104,7 +107,7 @@ public class Display {
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL11.GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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@ -190,6 +193,7 @@ public class Display {
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// Completely DESTROYS the window
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public void destroy() {
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resizeCallback.free();
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glfwSetErrorCallback(null).free();
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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@ -1,9 +1,9 @@
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#version 410 core
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in vec3 passColor;
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in vec2 passTextureCoord;
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layout(location = 0) in vec3 passColor;
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layout(location = 1) in vec2 passTextureCoord;
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out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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uniform sampler2D tex;
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@ -1,11 +1,11 @@
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#version 410 core
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in vec3 position;
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in vec3 color;
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in vec2 textureCoord;
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 color;
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layout(location = 2) in vec2 textureCoord;
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out vec3 passColor;
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out vec2 passTextureCoord;
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layout(location = 0) out vec3 passColor;
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layout(location = 1) out vec2 passTextureCoord;
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void main() {
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gl_Position = vec4(position, 1.0);
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