Finish Coordinate Systems
This commit is contained in:
parent
f5cfcb9fdc
commit
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1
.gitignore
vendored
1
.gitignore
vendored
@ -2,3 +2,4 @@
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/opengl
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/opengl
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/game/main
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/game/main
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/game/texturepacker
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/game/texturepacker
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/.idea/
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58
lib.h
58
lib.h
@ -112,3 +112,61 @@ unsigned int compileShaderProgram(char* vertSrcPath, char* fragSrcPath, char* ge
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return program;
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return program;
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}
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}
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float quadVerts[] = {
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// Position // Color // UV
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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unsigned int quadIndices[] = {
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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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float cubeVerts[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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112
main.c
112
main.c
@ -14,6 +14,8 @@
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int SCREEN_WIDTH = 1024;
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int SCREEN_WIDTH = 1024;
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int SCREEN_HEIGHT = 768;
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int SCREEN_HEIGHT = 768;
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vec2 direction = {0};
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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{
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(void)window;
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(void)window;
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@ -26,6 +28,20 @@ void processInput(GLFWwindow *window)
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{
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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direction[0] = 0;
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direction[1] = 0;
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if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
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direction[0] = 1;
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}
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if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
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direction[0] = -1;
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}
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
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direction[1] = -1;
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}
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if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
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direction[1] = 1;
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}
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}
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}
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int main(void) {
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int main(void) {
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@ -86,39 +102,28 @@ int main(void) {
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stbi_image_free(container);
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stbi_image_free(container);
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stbi_image_free(smiley);
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stbi_image_free(smiley);
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float v1[] = {
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glEnable(GL_DEPTH_TEST);
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// Position // Color // UV
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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unsigned int 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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GLuint vaos[2];
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GLuint vaos[2];
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GLuint vbos[2];
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GLuint vbos[2];
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unsigned int EBO;
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// unsigned int EBO;
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glGenVertexArrays(2, vaos);
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glGenVertexArrays(2, vaos);
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glGenBuffers(1, &EBO);
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// glGenBuffers(1, &EBO);
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glGenBuffers(2, vbos);
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glGenBuffers(2, vbos);
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glBindVertexArray(vaos[0]);
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glBindVertexArray(vaos[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 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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// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
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// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
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glEnableVertexAttribArray(2);
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// glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -129,32 +134,46 @@ int main(void) {
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int t2Loc = glGetUniformLocation(shaderProgram, "t2");
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int t2Loc = glGetUniformLocation(shaderProgram, "t2");
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glUniform1i(t2Loc, 1);
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glUniform1i(t2Loc, 1);
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mat4 trans;
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mat4 view;
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glm_mat4_identity(trans);
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glm_mat4_identity(view);
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// glm_rotate(trans, GLM_PI_2, (vec3){0.0f, 0.0f, 1.0f});
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glm_translate(view, (vec3){0.0f, 0.0f, -0.6f});
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glm_scale(trans, (vec3){0.5f, 0.5f, 0.5f});
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mat4 projection;
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glm_mat4_identity(projection);
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float aspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT;
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glm_perspective(45.0f, aspectRatio, 0.1f, 100.0f, projection);
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mat4 trans2;
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int cubeCount = 10;
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glm_mat4_identity(trans2);
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vec3 cubePositions[cubeCount];
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glm_scale(trans2, (vec3){0.1f, 0.1f, 0.1f});
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srand(arc4random());
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glm_translate(trans2, (vec3){-5.1f, 1.1f, 0.0f});
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for (int i = 0; i < cubeCount; i++) {
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float x = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
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float y = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
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float z = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
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cubePositions[i][0] = x;
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cubePositions[i][1] = y;
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cubePositions[i][2] = z;
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}
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float lastFrame = 0.0f;
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float lastFrame = 0.0f;
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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float currentFrame = (float)glfwGetTime();
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float currentFrame = (float)glfwGetTime();
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float deltaTime = currentFrame - lastFrame;
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float dt = currentFrame - lastFrame;
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lastFrame = currentFrame;
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lastFrame = currentFrame;
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processInput(window);
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// float spin = (sin(timeValue) / 2.0f) + 0.5f;
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// float spin = (sin(currentFrame) / 2.0f) + 0.5f;
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printf("%f\n", deltaTime);
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// printf("%f\n", deltaTime);
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glm_rotate(trans, (float)deltaTime * -1.0f, (vec3){0.0f, 0.0f, 1.0f});
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int transLoc = glGetUniformLocation(shaderProgram, "transform");
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float speed = 0.5 * dt;
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glUniformMatrix4fv(transLoc, 1, GL_FALSE, trans[0]);
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glm_translate(view, (vec3){direction[0] * speed, 0.0f, direction[1] * speed});
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int matrixLocation;
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matrixLocation = glGetUniformLocation(shaderProgram, "view");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, view[0]);
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matrixLocation = glGetUniformLocation(shaderProgram, "projection");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, projection[0]);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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@ -162,16 +181,19 @@ int main(void) {
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindVertexArray(vaos[0]);
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glBindVertexArray(vaos[0]);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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for (int i = 0; i < cubeCount; i++) {
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mat4 model;
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glm_mat4_identity(model);
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glm_scale(model, (vec3){0.1f, 0.1f, 0.1f});
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glm_translate(model, cubePositions[i]);
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glm_rotate(model, (i+1) * currentFrame, (vec3){1.0f, 1.0f, 0.0f});
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mat4 trans2;
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matrixLocation = glGetUniformLocation(shaderProgram, "model");
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glm_mat4_identity(trans2);
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, model[0]);
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glm_scale(trans2, (vec3){0.1f, 0.1f, 0.1f});
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glm_translate(trans2, (vec3){cos(currentFrame * 4.0f) * 5.0f,
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glDrawArrays(GL_TRIANGLES, 0, 36);
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sin(currentFrame * 4.0f) * 5.0f,
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}
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0.0f});
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glUniformMatrix4fv(transLoc, 1, GL_FALSE, trans2[0]);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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@ -1,15 +1,12 @@
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#version 330 core
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#version 330 core
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in vec3 vPos;
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in vec3 vCol;
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in vec2 tCoord;
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in vec2 tCoord;
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out vec4 FragColor;
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out vec4 FragColor;
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uniform sampler2D t1;
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uniform sampler2D t1;
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uniform sampler2D t2;
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uniform sampler2D t2;
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uniform float mixAmount;
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void main() {
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void main() {
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vec2 flipped = vec2(-tCoord.x, tCoord.y);
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// vec2 flipped = vec2(-tCoord.x, tCoord.y);
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FragColor = mix(texture(t1, tCoord), texture(t2, tCoord), 0.3);
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FragColor = mix(texture(t1, tCoord), texture(t2, tCoord), 0.3);
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}
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}
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 vPos;
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out vec3 vCol;
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out vec2 tCoord;
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out vec2 tCoord;
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uniform float offset;
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uniform mat4 transform;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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void main() {
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gl_Position = transform * vec4(aPos, 1.0);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vPos = aPos;
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vCol = aColor;
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tCoord = aTexCoord;
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tCoord = aTexCoord;
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}
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}
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