2024-06-06 23:28:15 +02:00
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <vector>
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#include <iostream>
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2024-06-09 23:18:46 +02:00
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "shader.h"
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2024-06-09 23:54:35 +02:00
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#include <cstdlib>
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const float g = 9.81f;
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const float airResistance = 0.1f;
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const int windowWidth = 1200;
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const int windowHeight = 800;
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2024-06-09 23:54:35 +02:00
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float startTime;
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const float delay = 2.0f; // 2-sekundowe opóźnienie
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2024-06-06 23:28:15 +02:00
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struct Ball {
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float x, y, z;
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float vx, vy, vz;
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float r, g, b;
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};
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std::vector<Ball> balls(10); // Wektor przechowujący 10 kul
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GLuint shaderProgram;
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GLuint VAO, VBO;
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void initializeBalls() {
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srand(static_cast<unsigned>(time(0))); // Inicjalizujemy generator liczb losowych
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for (int i = 0; i < 10; ++i) {
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float angle = 15.0f + static_cast<float>(rand() % 60); // Losowy kąt między 15 a 75 stopni
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float speed = 5.0f + static_cast<float>(rand() % 20); // Losowa prędkość między 5 a 25
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balls[i] = {
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.x = 0.0f,
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.y = 2.0f * i, // Ustawienie kul na tej samej wysokości początkowej
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.z = 0.0f,
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.vx = static_cast<float>(speed * cos(angle * M_PI / 180.0f)),
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.vy = static_cast<float>(speed * sin(angle * M_PI / 180.0f)),
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.vz = 0.0f,
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.r = static_cast<float>(rand()) / RAND_MAX,
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.g = static_cast<float>(rand()) / RAND_MAX,
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.b = static_cast<float>(rand()) / RAND_MAX
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};
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}
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2024-06-09 23:54:35 +02:00
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startTime = glfwGetTime(); // Ustawienie początkowego czasu symulacji
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}
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void compileShaders(){
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Shader shader("circle_vs.glsl", "circle_fs.glsl");
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shaderProgram = shader.programID();
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}
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// Funkcja do integracji Rungego-Kutty
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void rungeKuttaStep(Ball &ball, float dt) {
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float k1vx = -airResistance * ball.vx;
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float k1vy = -g - airResistance * ball.vy;
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float k2vx = -airResistance * (ball.vx + 0.5f * dt * k1vx);
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float k2vy = -g - airResistance * (ball.vy + 0.5f * dt * k1vy);
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float k3vx = -airResistance * (ball.vx + 0.5f * dt * k2vx);
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float k3vy = -g - airResistance * (ball.vy + 0.5f * dt * k2vy);
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float k4vx = -airResistance * (ball.vx + dt * k3vx);
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float k4vy = -g - airResistance * (ball.vy + dt * k3vy);
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ball.vx += (dt / 6.0f) * (k1vx + 2.0f * k2vx + 2.0f * k3vx + k4vx);
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ball.vy += (dt / 6.0f) * (k1vy + 2.0f * k2vy + 2.0f * k3vy + k4vy);
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ball.x += ball.vx * dt;
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ball.y += ball.vy * dt;
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}
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void setupSphereBuffers() {
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float radius = 0.5f;
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int slices = 20;
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int stacks = 20;
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std::vector<float> vertices;
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for (int i = 0; i <= stacks; ++i) {
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float V = i / (float) stacks;
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float phi = V * M_PI;
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for (int j = 0; j <= slices; ++j) {
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float U = j / (float) slices;
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float theta = U * (M_PI * 2);
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float x = cosf(theta) * sinf(phi);
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float y = cosf(phi);
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float z = sinf(theta) * sinf(phi);
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vertices.push_back(x * radius);
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vertices.push_back(y * radius);
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vertices.push_back(z * radius);
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}
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}
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void drawSphere() {
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, (20 + 1) * (20 + 1));
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glBindVertexArray(0);
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}
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void display() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shaderProgram);
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// Ustawienie widoku kamery
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glm::mat4 view = glm::lookAt(glm::vec3(0, 20, 50), glm::vec3(0, 10, 0), glm::vec3(0, 1, 0));
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f);
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// Renderowanie każdej z 10 kul
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for (int i = 0; i < 10; ++i) {
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Ball &ball = balls[i]; // Uzyskanie dostępu do danej kuli
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glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(ball.x, ball.y, ball.z));
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// Ustawienie macierzy modelu, widoku i projekcji w shaderze
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GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
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GLint viewLoc = glGetUniformLocation(shaderProgram, "view");
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GLint projLoc = glGetUniformLocation(shaderProgram, "projection");
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
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// Ustawienie koloru kuli w shaderze
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GLint colorLoc = glGetUniformLocation(shaderProgram, "color");
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glUniform3f(colorLoc, ball.r, ball.g, ball.b);
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drawSphere(); // Rysowanie kuli
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}
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glfwSwapBuffers(glfwGetCurrentContext()); // Przełączanie buforów
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}
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void update() {
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float currentTime = glfwGetTime();
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float dt = 0.01f;
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if (currentTime - startTime >= delay) {
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for (auto &ball : balls) {
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rungeKuttaStep(ball, dt);
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}
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}
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}
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void setupOpenGL() {
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compileShaders();
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setupSphereBuffers();
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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}
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void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (action == GLFW_PRESS) {
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switch (key) {
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case GLFW_KEY_ESCAPE:
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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break;
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}
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}
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}
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int main() {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
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}
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glfwWindowHint(GLFW_SAMPLES, 4);
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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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GLFWwindow* window = glfwCreateWindow(windowWidth, windowHeight, "Animacja 10 kul - Rzut ukośny", nullptr, nullptr);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::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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glfwSetKeyCallback(window, keyCallback); // Rejestracja callbacku klawiatury
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW" << std::endl;
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return -1;
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}
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initializeBalls();
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setupOpenGL();
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while (!glfwWindowShouldClose(window)) {
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display();
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update();
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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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glDeleteProgram(shaderProgram);
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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