Nove repo opengl-learning
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33
lessons/1. Getting started/3. Hello Triangle/Makefile
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33
lessons/1. Getting started/3. Hello Triangle/Makefile
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NAME := main
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CXX=g++
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DEBUG :=
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CXX_FLAGS := $(DEBUG) -std=c++14
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LIBS := -lGL -lGLU -lglfw3 -lX11 -lXxf86vm -lXrandr -pthread -lXi -ldl -lm
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INCLUDE := ../../../include/
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BIN := bin
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SRC := src
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INPUT = src/main.cpp ../../../glad.c
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all: $(BIN)/$(NAME)
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run:
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./$(BIN)/$(NAME)
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$(BIN)/$(NAME): $(SRC)/main.o $(SRC)/glad.o
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) $^ -o $@ $(LIBS)
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.cpp.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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.c.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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$(SRC)/glad.o: ../../../glad.c
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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# dependencies
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$(SRC)/main.o: $(SRC)/main.cpp
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clean:
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rm -rf $(SRC)/*.o
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touch $(SRC)/*
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17
lessons/1. Getting started/3. Hello Triangle/meson.build
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17
lessons/1. Getting started/3. Hello Triangle/meson.build
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project('3. Hello Triangle', ['cpp', 'c'], version : '1.0-0')
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libsDir = [meson.current_source_dir() + '/../../../lib']
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cxx = meson.get_compiler('cpp')
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libs = [cxx.find_library('glfw3', dirs : libsDir, static : true),
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cxx.find_library('dl'),
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cxx.find_library('pthread')]
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depend = [dependency('X11')]
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sourceFiles = ['src/main.cpp',
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'../../../glad.c']
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include = include_directories('../../../include')
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main = executable('main', sourceFiles, include_directories : include, dependencies : [depend, libs])
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test('HelloTriangle test', main)
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168
lessons/1. Getting started/3. Hello Triangle/src/main.cpp
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168
lessons/1. Getting started/3. Hello Triangle/src/main.cpp
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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using namespace std;
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typedef unsigned int uint;
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// fuj! pouze pro tento program
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const char* vertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.xyz, 1.0);\n"
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"}\0";
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const char* fragmentShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0, 0.5, 0.2, 1.0f);"
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"}\0";
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// Global Constants
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const int WINDOW_WIDTH = 800;
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const int WINDOW_HEIGHT = 600;
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// Global Variables
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GLFWwindow* window;
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uint8_t init(void);
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void framebuffersize_callback(GLFWwindow* window, int width, int height);
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void proccessInput(GLFWwindow* window);
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int main(int* argc, char** argv)
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{
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if (init() != 0)
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return -1;
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uint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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cerr << "[ERROR] Vertex shader compilation failed!\n" << infoLog << endl;
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}
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uint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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cerr << "[ERROR] Fragment shader compilation failed!\n" << infoLog << endl;
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}
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uint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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cerr << "[ERROR] Program linking failed\n" << infoLog << endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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uint indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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uint VAO; // Vertex array buffer
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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uint VBO; // Vertex Buffer Object
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // copy data to Graphics card array buffer (buffer for vertices)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (const void *)0);
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glEnableVertexAttribArray(0);
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uint EBO; // Element Buffer Object
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBindVertexArray(0);
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/* ------------------ MAIN loop ------------------ */
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while (!glfwWindowShouldClose(window)) {
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// input ...
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proccessInput(window);
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// rendering commands here ...
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// check and calls events and swap the buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &EBO);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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return 0;
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}
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uint8_t init(void) {
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// init of glfw window
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Hello Window!", NULL, NULL);
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if (window == NULL) {
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cerr << "Failed to create glfw window" << endl;
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glfwTerminate();
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return 1;
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}
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glfwMakeContextCurrent(window);
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// init of GLAD
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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cerr << "Failed to initialize GLAD" << endl;
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}
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glfwSetFramebufferSizeCallback(window, framebuffersize_callback);
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return 0;
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}
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void framebuffersize_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void proccessInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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