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Adding the shader examples
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// Draws a triangle using low-level OpenGL calls.
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import java.nio.*;
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PGraphicsOpenGL pg;
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PGL pgl;
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PShader flatShader;
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int vertLoc;
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int colorLoc;
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float[] vertices;
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float[] colors;
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FloatBuffer vertData;
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FloatBuffer colorData;
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void setup() {
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size(640, 360, P3D);
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pg = (PGraphicsOpenGL)g;
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// Loads a shader to render geometry w/out
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// textures and lights.
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flatShader = loadShader("frag.glsl", "vert.glsl");
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vertices = new float[12];
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vertData = allocateDirectFloatBuffer(12);
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colors = new float[12];
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colorData = allocateDirectFloatBuffer(12);
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}
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void draw() {
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background(0);
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// The geometric transformations will be automatically passed
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// to the shader.
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rotate(frameCount * 0.01f, width, height, 0);
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updateGeometry();
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pgl = pg.beginPGL();
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flatShader.bind();
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vertLoc = pgl.getAttribLocation(flatShader.glProgram, "inVertex");
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colorLoc = pgl.getAttribLocation(flatShader.glProgram, "inColor");
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pgl.enableVertexAttribArray(vertLoc);
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pgl.enableVertexAttribArray(colorLoc);
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pgl.vertexAttribPointer(vertLoc, 4, PGL.FLOAT, false, 0, vertData);
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pgl.vertexAttribPointer(colorLoc, 4, PGL.FLOAT, false, 0, colorData);
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pgl.drawArrays(PGL.TRIANGLES, 0, 3);
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pgl.disableVertexAttribArray(vertLoc);
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pgl.disableVertexAttribArray(colorLoc);
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flatShader.unbind();
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pg.endPGL();
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}
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void updateGeometry() {
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// Vertex 1
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vertices[0] = 0;
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vertices[1] = 0;
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vertices[2] = 0;
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vertices[3] = 1;
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colors[0] = 1;
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colors[1] = 0;
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colors[2] = 0;
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colors[3] = 1;
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// Corner 2
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vertices[4] = width/2;
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vertices[5] = height;
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vertices[6] = 0;
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vertices[7] = 1;
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colors[4] = 0;
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colors[5] = 1;
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colors[6] = 0;
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colors[7] = 1;
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// Corner 3
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vertices[8] = width;
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vertices[9] = 0;
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vertices[10] = 0;
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vertices[11] = 1;
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colors[8] = 0;
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colors[9] = 0;
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colors[10] = 1;
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colors[11] = 1;
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vertData.rewind();
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vertData.put(vertices);
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vertData.position(0);
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colorData.rewind();
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colorData.put(colors);
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colorData.position(0);
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}
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FloatBuffer allocateDirectFloatBuffer(int n) {
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return ByteBuffer.allocateDirect(n * Float.SIZE/8).order(ByteOrder.nativeOrder()).asFloatBuffer();
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}
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