CUPYAY
This commit is contained in:
parent
49038b9a88
commit
836b249bc6
@ -147,7 +147,9 @@
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</ItemGroup>
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<ItemGroup>
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<None Include="fragShader.glsl" />
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<None Include="fragShader2.glsl" />
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<None Include="vertShader.glsl" />
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<None Include="vertShader2.glsl" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="ShaderError.h" />
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@ -26,6 +26,12 @@
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<None Include="vertShader.glsl">
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<Filter>Resource Files</Filter>
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</None>
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<None Include="vertShader2.glsl">
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<Filter>Resource Files</Filter>
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</None>
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<None Include="fragShader2.glsl">
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<Filter>Resource Files</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="ShaderError.h">
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BIN
Models/cupyay4.png
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BIN
Models/cupyay4.png
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Binary file not shown.
After Width: | Height: | Size: 253 KiB |
11
Models/fragShader2.glsl
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11
Models/fragShader2.glsl
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@ -0,0 +1,11 @@
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#version 430
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layout (binding=0) uniform sampler2D samp;
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out vec4 color;
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in vec2 uv;
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void main(void)
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{
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color=texture(samp,uv);
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if(color.a<0.1){
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discard;
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}
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}
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105
Models/main.cpp
105
Models/main.cpp
@ -10,19 +10,26 @@
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#include <stack>
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#define numVAOs 1
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#define numVBOs 2
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#define numVBOs 3
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GLuint renderingProgram;
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GLuint renderingProgram,expandingPlaneProgram;
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GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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glm::vec3 camera;
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GLuint mvLoc,projLoc;
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GLuint vLoc,projLoc;
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int width, height;
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float aspect;
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glm::mat4 mMat, pMat, vMat, mvMat;
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std::stack<glm::mat4>transforms;
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GLuint cupYayTex;
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void setupTextures(void){
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,cupYayTex);
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}
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void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin
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float cubePositions[108] = {
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-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
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@ -46,6 +53,14 @@ void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed
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-1.0f, -1.0f, - 1.0f, 1.0f, - 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f
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};
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float plane[6*3]={
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-1,1,0,1,1,0,-1,-1,0,
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-1,-1,0,1,1,0,1,-1,0
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};
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float planeUVs[6*2]={
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0,1,1,1,0,0,
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0,0,1,1,1,0
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};
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glGenVertexArrays(1, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(numVBOs, vbo);
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@ -54,32 +69,43 @@ void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubePositions), cubePositions, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidPositions), pyramidPositions, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(plane), plane, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeUVs), planeUVs, GL_STATIC_DRAW);
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}
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void init(GLFWwindow* window) {
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
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camera={0.0f,0.0f,-12.0f};
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expandingPlaneProgram=utils::createShaderProgram("vertShader2.glsl","fragShader2.glsl");
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camera={0.0f,0.0f,-10.0f};
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setupVertices();
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cupYayTex=utils::loadTexture("cupyay4.png");
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setupTextures();
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}
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double lastTime=0;
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void DrawCube(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mMat));
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glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(mMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,36);
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}
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void DrawSquarePyramid(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mMat));
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glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(mMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,18);
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}
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GLuint timeLoc;
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GLuint mvLoc;
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float size=0;
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void display(GLFWwindow* window, double currentTime) {
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double elapsedTime=currentTime-lastTime;
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lastTime=currentTime;
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@ -92,9 +118,11 @@ void display(GLFWwindow* window, double currentTime) {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
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vLoc=glGetUniformLocation(renderingProgram,"v_matrix");
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
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timeLoc=glGetUniformLocation(renderingProgram,"time");
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glfwGetFramebufferSize(window,&width,&height);
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aspect=(float)width/(float)height;
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@ -104,34 +132,45 @@ void display(GLFWwindow* window, double currentTime) {
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transforms.push(vMat);
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mMat=glm::translate(transforms.top(),{0.f,0.f,0.f});
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transforms.push(mMat);
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mMat=glm::rotate(mMat,float(utils::degToRad(90)*currentTime),{0.f,1.f,0.f});
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mMat=glm::rotate(mMat,float(utils::degToRad(12)),{0.f,0.f,1.f});
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DrawSquarePyramid();
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mMat=glm::translate(transforms.top(),{0.f,0.f,0.f});
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mMat=glm::rotate(mMat,float(utils::degToRad(90)*currentTime),{0.f,1.f,0.f});
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mMat=glm::rotate(mMat,float(utils::degToRad(192)),{0.f,0.f,1.f});
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mMat=glm::translate(mMat,{0.f,2.f,0.f});
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mMat=glm::rotate(mMat,float(utils::degToRad(270)),{0.f,1.f,0.f});
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DrawSquarePyramid();
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glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(vMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glUniform1f(timeLoc,currentTime);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArraysInstanced(GL_TRIANGLES,0,36,100000);
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mMat=glm::translate(transforms.top(),{sin(currentTime*0.5)*6,sin(currentTime*0.5)*0.8-1,cos(currentTime*0.5)*6});
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transforms.push(mMat);
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mMat=glm::rotate(mMat,float(utils::degToRad(24)-28),{0,0,1});
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mMat=glm::rotate(mMat,float(utils::degToRad(24)*currentTime+28),{0,1,0});
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DrawCube();
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size+=currentTime/1000;
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glUseProgram(expandingPlaneProgram);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glfwGetFramebufferSize(window,&width,&height);
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aspect=(float)width/(float)height;
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pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
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vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
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mMat=glm::rotate(transforms.top(),utils::degToRad(90),{1,0,0});
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mMat=glm::translate(mMat,{sin(currentTime*3)*3,0,cos(currentTime*3)*3});
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mMat=glm::scale(mMat,{0.3,0.3,0.3});
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mMat=glm::rotate(mMat,float(-utils::degToRad(220)*currentTime+4),{0,1,0});
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DrawCube();
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mMat=glm::translate(glm::mat4{1.0},{0,0,0});
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mMat=glm::scale(mMat,{size,size,size});
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mMat=glm::rotate(transforms.top(),utils::degToRad(90),{1,1,0});
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mMat=glm::translate(mMat,{sin(currentTime*3)*3,0,cos(currentTime*3)*3});
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mMat=glm::scale(mMat,{0.3,0.3,0.3});
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mMat=glm::rotate(mMat,float(utils::degToRad(120)*currentTime),{0,1,0});
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DrawCube();
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mvMat=vMat*mMat;
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mvLoc=glGetUniformLocation(expandingPlaneProgram,"mv_matrix");
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projLoc=glGetUniformLocation(expandingPlaneProgram,"proj_matrix");
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[2]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glActiveTexture(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D,cupYayTex);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDrawArrays(GL_TRIANGLES,0,6);
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}
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int main(void) {
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@ -3,6 +3,7 @@
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#include <fstream>
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#include <GL/glew.h>
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#include "ShaderError.h"
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#include <SOIL2/SOIL2.h>
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#define PI 3.14159
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inline static float radToDeg(float rad){
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return rad*57.2957795130823208767;
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}
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inline static GLuint loadTexture(const char*file){
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GLuint textureID;
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textureID=SOIL_load_OGL_texture(file,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_INVERT_Y);
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if(!textureID){
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std::cout<<"Could not load texture file "<<file<<std::endl;
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throw;
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}
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return textureID;
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}
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};
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@ -1,7 +1,8 @@
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#version 430
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layout (location=0) in vec3 position;
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uniform mat4 mv_matrix;
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uniform mat4 v_matrix;
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uniform mat4 proj_matrix;
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uniform float time;
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out vec4 varyingColor;
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mat4 buildTranslate(float x, float y, float z);
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@ -11,6 +12,19 @@ mat4 buildRotateZ(float rad);
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void main(void)
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{
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float i=time+gl_InstanceID;
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float a = sin(203.0 * i/8000.0) * 403.0;
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float b = cos(301.0 * i/4001.0) * 401.0;
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float c = sin(400.0 * i/6003.0) * 405.0;
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mat4 localRotX = buildRotateX(i);
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mat4 localRotY = buildRotateY(i);
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mat4 localRotZ = buildRotateZ(i);
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mat4 localTrans = buildTranslate(a,b,c);
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// build the model matrix and then the model-view matrix
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mat4 newM_matrix = localTrans * localRotX * localRotY * localRotZ;
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mat4 mv_matrix = v_matrix * newM_matrix;
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gl_Position=proj_matrix*mv_matrix*vec4(position,1.0);
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varyingColor=vec4(position,1.0)*0.5+vec4(0.5,0.5,0.5,0.5);
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}
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68
Models/vertShader2.glsl
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68
Models/vertShader2.glsl
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@ -0,0 +1,68 @@
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#version 430
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layout (location=0) in vec3 position;
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layout (location=1) in vec2 texCoords;
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uniform mat4 proj_matrix;
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uniform mat4 mv_matrix;
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out vec2 uv;
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mat4 buildTranslate(float x, float y, float z);
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mat4 buildRotateX(float rad);
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mat4 buildRotateY(float rad);
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mat4 buildRotateZ(float rad);
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void main(void)
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{
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gl_Position=proj_matrix*mv_matrix*vec4(position,1.0);
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uv=texCoords;
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}
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// builds and returns a translation matrix
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mat4 buildTranslate(float x, float y, float z)
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{
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mat4 trans = mat4(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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x, y, z, 1.0 );
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return trans;
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}
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// builds and returns a matrix that performs a rotation around the X axis
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mat4 buildRotateX(float rad)
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{
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mat4 xrot = mat4(1.0, 0.0, 0.0, 0.0,
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0.0, cos(rad), -sin(rad), 0.0,
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0.0, sin(rad), cos(rad), 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return xrot;
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}
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// builds and returns a matrix that performs a rotation around the Y axis
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mat4 buildRotateY(float rad)
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{
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mat4 yrot = mat4(cos(rad), 0.0, sin(rad), 0.0,
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0.0, 1.0, 0.0, 0.0,
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-sin(rad), 0.0, cos(rad), 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return yrot;
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}
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// builds and returns a matrix that performs a rotation around the Z axis
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mat4 buildRotateZ(float rad)
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{
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mat4 zrot = mat4(cos(rad), -sin(rad), 0.0, 0.0,
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sin(rad), cos(rad), 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return zrot;
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}
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// builds and returns a scale matrix
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mat4 buildScale(float x, float y, float z)
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{
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mat4 scale = mat4(x, 0.0, 0.0, 0.0,
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0.0, y, 0.0, 0.0,
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0.0, 0.0, z, 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return scale;
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}
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#version 430
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layout (binding=0) uniform sampler2D samp;
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out vec4 color;
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in vec2 uv;
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in vec4 varyingColor;
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void main(void)
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{
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color=texture(samp,uv);
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color=varyingColor;
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}
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