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	Delete TriangleRaw.hpp
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								TriangleRaw.hpp
									
									
									
									
									
								
							
							
						
						
									
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								TriangleRaw.hpp
									
									
									
									
									
								
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#pragma once
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#include "DGL.hpp"
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#include "Cpp_Alias.hpp"
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using DGL::gFloat;
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using DGL::VertexBuffer;
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using DGL::EBufferTarget;
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using DGL::EBufferUsage;
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using DGL::Buffer;
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using DGL::ID;
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using DGL::gInt;
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using DGL::gSize;
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// This will identify our vertex buffer
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ID<Buffer> VertexBufferObj;
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struct Vertex3
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{
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	gFloat x, y, z;
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	static constexpr sfn ValueCount() -> gSize { return 3; }
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};
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struct TriangleRaw
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{
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	Vertex3 a, b, c;
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	static constexpr sfn VertexCount() -> gSize { return 3; }
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};
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TriangleRaw EquilateralTriangleVerticies = 
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{ 
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	{ -1.0f, -1.0f, 0.0f },   // Vert1
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	{  1.0f, -1.0f, 0.0f },   // Vert2
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	{  0.0f,  1.0f, 0.0f }    // Vert 3 
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};
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struct RectangleRaw
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{
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	TriangleRaw first, second;
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	static constexpr sfn VertexCount() -> gSize { return 6;  }
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};
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RectangleRaw SquareVerticies =
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{
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	{
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		{ -0.5f, -0.5f, 0.0f },
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		{  0.5f, -0.5f, 0.0f },
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		{  0.0f,  0.5f, 0.0f }
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	},
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	{
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		{   0.5f, -0.5f, 0.0f },
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		{  -0.5f, -0.5f, 0.0f },
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		{  -0.5f,  0.5f, 0.0f }
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	}
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};
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ID<VertexBuffer> VertexArrayObj;
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struct RectangleCompressed
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{
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	Vertex3 a, b, c, d;
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	static constexpr sfn VertexCount() -> gSize { return 4; }
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};
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struct TriIndex
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{
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	gInt a, b, c;
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};
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struct RectangleIndices
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{
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	TriIndex first, second;
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};
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RectangleCompressed rectCompress =
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{
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	{  1.0f,  1.0f, 0.0f },
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	{  1.0f, -1.0f, 0.0f },
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	{ -1.0f, -1.0f, 0.0f },
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	{ -1.0f,  1.0f, 0.0f }
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};
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RectangleIndices rectIndices =
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{
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	{ 0, 1, 3 },
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	{ 1, 2, 3 }
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};
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using DGL::ElementBuffer;
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ID<ElementBuffer> ElemBufferObj;
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struct Vertex2
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{
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	gFloat x, y;
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};
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struct TriTexCoords
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{
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	Vertex2 a, b, c;
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};
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TriTexCoords textureCoords =
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{
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	{ 0.0f, 0.0f },
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	{ 1.0f, 0.0f },
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	{ 0.5f, 1.0f }
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};
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sfn RAW_SetupBuffers()
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{
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	DGL::GenerateVertexBuffers(Address(VertexArrayObj ), 1);
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	DGL::GenerateBuffers      (Address(VertexBufferObj), 1);
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	DGL::GenerateBuffers      (Address(ElemBufferObj  ), 1);
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}
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sfn RAW_SetupTriangleBuffer()
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{
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	DGL::GenerateBuffers(Address(VertexBufferObj), 1);
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}
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sfn RAW_BindAndBufferDataToIDs()
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{
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	DGL::BindVertexArray(VertexArrayObj);
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	DGL::BindBuffer(EBufferTarget::VertexAttributes, VertexBufferObj);
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	//GL::BufferData<TriangleRaw>(Address(EquilateralTriangleVerticies), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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	DGL::BufferData<RectangleCompressed>(Address(rectCompress), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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	DGL::BindBuffer(EBufferTarget::VertexIndices, ElemBufferObj);
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	DGL::BufferData<RectangleIndices>(Address(rectIndices), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
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}
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DGL::gInt VertexAttributeIndex = 0;   // See shader source: (layout = 0).
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using DGL::EBool    ;
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using DGL::EDataType;
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constexpr sfn ZeroOffset() -> ptr<void>
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{
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	return 0;
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}
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