Index: me.cpp
===================================================================
--- game.cpp	(revision 93baa0eb78d26906de296f1966308b97fe496e17)
+++ 	(revision )
@@ -1,233 +1,0 @@
-#include <iostream>
-
-// GLEW
-#define GLEW_STATIC
-#include <GL/glew.h>
-
-// GLFW
-#include <GLFW/glfw3.h>
-
-#if defined(__linux__)
-   #define LINUX
-#elif defined(_WIN32)
-	#define WINDOWS
-#elif defined(__APPLE__)
-   #define MAC
-#endif
-
-#define FULLSCREEN false
-
-using namespace std;
-
-void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
-
-GLint compileVertexShader(const GLchar**);
-GLint compileFragmentShader(const GLchar**);
-
-GLint linkShaderProgram(initializer_list<GLint>);
-
-const GLuint WIDTH = 800, HEIGHT = 600;
-
-// Shaders
-const GLchar* vertexShaderSource = "#version 330 core\n"
-   "layout (location = 0) in vec3 position;\n"
-   "void main()\n"
-   "{\n"
-   "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
-   "}\0";
-const GLchar* fragmentShaderSource = "#version 330 core\n"
-   "out vec4 color;\n"
-   "void main()\n"
-   "{\n"
-   "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
-   "}\n\0";
-
-int main(int argc, char* argv[]) {
-   cout << "Starting OpenGL game..." << endl;
-
-   cout << "Starting GLFW context, OpenGL 3.3" << endl;
-   // Init GLFW
-   glfwInit();
-
-   // Set all the required options for GLFW
-   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
-   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
-   glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
-   glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
-
-   #ifdef MAC // required in OSX
-      glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
-   #endif
-
-   // Create a GLFWwindow object that we can use for GLFW's functions
-   GLFWmonitor* monitor = FULLSCREEN ? glfwGetPrimaryMonitor() : nullptr;
-   
-   GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", monitor, nullptr);
-   glfwMakeContextCurrent(window);
-   if (window == NULL) {
-      cout << "Failed to create GLFW window" << endl;
-      glfwTerminate();
-      return EXIT_FAILURE;
-   }
-
-   // Set the required callback functions
-   glfwSetKeyCallback(window, key_callback);
-
-   // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
-   glewExperimental = GL_TRUE;
-   // Initialize GLEW to setup the OpenGL Function pointers
-   if (glewInit() != GLEW_OK) {
-      cout << "Failed to initialize GLEW" << endl;
-      return EXIT_FAILURE;
-   }    
-
-   // Define the viewport dimensions
-   int width, height;
-   glfwGetFramebufferSize(window, &width, &height);
-   glViewport(0, 0, width, height);
-
-   GLint vertexShader = compileVertexShader(&vertexShaderSource);
-   GLint fragmentShader = compileFragmentShader(&fragmentShaderSource);
-
-   GLint shaderProgram = linkShaderProgram({vertexShader, fragmentShader});
-
-   glDeleteShader(vertexShader);
-   glDeleteShader(fragmentShader);
-
-   // Set up vertex data (and buffer(s)) and attribute pointers
-   //GLfloat vertices[] = {
-   //  // First triangle
-   //   0.5f,  0.5f,  // Top Right
-   //   0.5f, -0.5f,  // Bottom Right
-   //  -0.5f,  0.5f,  // Top Left 
-   //  // Second triangle
-   //   0.5f, -0.5f,  // Bottom Right
-   //  -0.5f, -0.5f,  // Bottom Left
-   //  -0.5f,  0.5f   // Top Left
-   //};
-   GLfloat vertices[] = {
-       0.5f,  0.5f, 0.0f,  // Top Right
-       0.5f, -0.5f, 0.0f,  // Bottom Right
-      -0.5f,  0.5f, 0.0f,  // Top Left 
-       0.5f, -0.5f, 0.0f,  // Bottom Right
-      -0.5f, -0.5f, 0.0f,  // Bottom Left
-      -0.5f,  0.5f, 0.0f   // Top Left 
-   };
-   GLuint indices[] = {  // Note that we start from 0!
-      0, 1, 3,  // First Triangle
-      1, 2, 3   // Second Triangle
-   };
-   GLuint VBO, VAO, EBO;
-   glGenVertexArrays(1, &VAO);
-   glGenBuffers(1, &VBO);
-   //glGenBuffers(1, &EBO);
-   // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
-   glBindVertexArray(VAO);
-
-   glBindBuffer(GL_ARRAY_BUFFER, VBO);
-   glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
-   //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
-   //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
-
-   glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (GLvoid*)0);
-   glEnableVertexAttribArray(0);
-
-   glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
-
-   glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO
-
-   // Uncommenting this call will result in wireframe polygons.
-   //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-
-   // Game loop
-   while (!glfwWindowShouldClose(window)) {
-      // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
-      glfwPollEvents();
-
-      // Render
-      // Clear the colorbuffer
-      glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
-      glClear(GL_COLOR_BUFFER_BIT);
-
-      // Draw our first triangle
-      glUseProgram(shaderProgram);
-      glBindVertexArray(VAO);
-      glDrawArrays(GL_TRIANGLES, 0, 6);
-      //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
-      glBindVertexArray(0);
-
-      // Swap the screen buffers
-      glfwSwapBuffers(window);
-   }
-
-   // Properly de-allocate all resources once they've outlived their purpose
-   glDeleteVertexArrays(1, &VAO);
-   glDeleteBuffers(1, &VBO);
-   //glDeleteBuffers(1, &EBO);
-
-   glfwTerminate();
-   return EXIT_SUCCESS;
-}
-
-// Is called whenever a key is pressed/released via GLFW
-void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) {
-   std::cout << key << std::endl;
-   if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
-      glfwSetWindowShouldClose(window, GL_TRUE);
-}
-
-GLint compileVertexShader(const GLchar** shaderSource) {
-   GLint vertexShader = glCreateShader(GL_VERTEX_SHADER);
-   glShaderSource(vertexShader, 1, shaderSource, NULL);
-   glCompileShader(vertexShader);
-
-   // Check for compile time errors
-   GLint success;
-   GLchar infoLog[512];
-   glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
-   if (!success) {
-      glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
-      cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl << infoLog << endl;
-   }
-
-   return vertexShader;
-}
-
-GLint compileFragmentShader(const GLchar** shaderSource) {
-   GLint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
-   glShaderSource(fragmentShader, 1, shaderSource, NULL);
-   glCompileShader(fragmentShader);
-
-   // Check for compile time errors
-   GLint success;
-   GLchar infoLog[512];
-   glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
-   if (!success) {
-      glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
-      cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl;
-   }
-
-   return fragmentShader;
-}
-
-GLint linkShaderProgram(initializer_list<GLint> shaders) {
-   GLint shaderProgram = glCreateProgram();
-
-   for (auto shader : shaders) {
-      glAttachShader(shaderProgram, shader);
-   }
-
-   glLinkProgram(shaderProgram);
-
-   // Check for linking errors
-   GLint success;
-   GLchar infoLog[512];
-   glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
-   if (!success) {
-      glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
-      cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl;
-   }
-
-   return shaderProgram;
-}
Index: makefile
===================================================================
--- makefile	(revision 93baa0eb78d26906de296f1966308b97fe496e17)
+++ makefile	(revision 49756cbc360e89ed36ddedbcedeb7ad5a5f43c24)
@@ -13,5 +13,5 @@
 	$(CC) $? $(DEP) $(CFLAGS) -o $@
 
-game: game.cpp common/shader.cpp common/texture.cpp common/controls-new.cpp
+mygame: mygame.cpp common/shader.cpp common/texture.cpp common/controls-new.cpp
 	$(CC) $? $(DEP) $(CFLAGS) -o $@
 
@@ -21,4 +21,4 @@
 clean:
 	rm -f newgame
-	rm -f game
+	rm -f mygame
 	rm -f demo
