sound
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/*
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* <Short Description>
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* Copyright (C) 2023 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef BLT_WITH_GRAPHICS_SOUND_H
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#define BLT_WITH_GRAPHICS_SOUND_H
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namespace blt::gfx
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{
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}
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#endif //BLT_WITH_GRAPHICS_SOUND_H
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@ -0,0 +1,23 @@
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/*
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* <Short Description>
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* Copyright (C) 2023 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <blt/gfx/sound/sound.h>
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namespace blt::gfx
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{
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}
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@ -16,7 +16,8 @@ vec4 linear_iter(vec4 i, vec4 p, float factor){
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void main() {
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void main() {
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//FragColor = vec4(pos, 0.0, 1.0f);
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//FragColor = vec4(pos, 0.0, 1.0f);
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FragColor = linear_iter(texture(tex, uv), vec4(pos, 0.0, 1.0), (uv.x + uv.y + 1.0) / 3.0);
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FragColor = texture(tex, uv);
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//FragColor = linear_iter(texture(tex, uv), vec4(pos, 0.0, 1.0), (uv.x + uv.y + 1.0) / 3.0);
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}
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}
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")";
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")";
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@ -37,8 +37,11 @@ const unsigned int indices[6] = { // note that we start from 0!
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blt::gfx::vertex_array* vao;
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blt::gfx::vertex_array* vao;
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blt::gfx::shader_t* shader;
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blt::gfx::shader_t* shader;
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blt::gfx::texture_gl2D* texture;
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blt::gfx::texture_gl2D* texture;
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blt::gfx::texture_gl2D* parker_texture;
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blt::gfx::matrix_state_manager global_matrices;
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blt::gfx::matrix_state_manager global_matrices;
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float x = 0, y = 0, z = 0;
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float x = 0, y = 0, z = 0;
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float bx = 500, by = 500;
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float mx = 0, my = -9.8;
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void handle_input()
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void handle_input()
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{
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{
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@ -66,6 +69,19 @@ void handle_input()
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global_matrices.setView(view);
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global_matrices.setView(view);
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}
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}
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void draw(float x_, float y_, float width_, float height_, float rot = 0)
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{
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blt::mat4x4 model;
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model.translate(x_, y_, 0.0f);
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model.scale(width_, height_, 1);
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model.rotateZ(blt::toRadians(rot));
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shader->setMatrix("model", model);
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vao->bind();
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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void init()
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void init()
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{
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{
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using namespace blt::gfx;
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using namespace blt::gfx;
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shader->bindAttribute(0, "vertex");
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shader->bindAttribute(0, "vertex");
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shader->bindAttribute(1, "uv_in");
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shader->bindAttribute(1, "uv_in");
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texture_file file("../resources/textures/cumdollar.jpg");
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texture = new texture_gl2D(texture_file("../resources/textures/cumdollar.jpg").texture());
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texture = new texture_gl2D(file.texture());
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parker_texture = new texture_gl2D(texture_file("../resources/textures/dfoedbi-28157978-1555-45c3-b2f4-d5e5fe25b253.png").texture());
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global_matrices.create_internals();
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global_matrices.create_internals();
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}
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}
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@ -107,16 +124,35 @@ void update(std::int32_t width, std::int32_t height)
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global_matrices.update();
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global_matrices.update();
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shader->bind();
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shader->bind();
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blt::mat4x4 model;
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model.translate((float) width / 2.0f, (float) height / 2.0f, 0.0f);
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const float w = 120, h = 120, cf = 30, rf = 15, crf = 10;
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model.scale(500, 500, 1);
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shader->setMatrix("model", model);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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texture->bind();
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parker_texture->bind();
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draw(width / 2.0, height / 2.0, width, height, 90);
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vao->bind();
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texture->bind();
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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draw(bx, by, w, h, 0);
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bx += mx * blt::gfx::getFrameDeltaSeconds() * cf;
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by += my * blt::gfx::getFrameDeltaSeconds() * cf;
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if (bx < w / 2.0 || bx > width - w / 2.0)
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{
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mx = -mx;
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my += (static_cast<float>(rand()) / static_cast<float>(RAND_MAX) * rf + crf) - (rf + crf) / 2.0f;
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}
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if (by < h / 2.0 || by > height - h / 2.0)
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{
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my = -my;
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mx += (static_cast<float>(rand()) / static_cast<float>(RAND_MAX) * rf + crf) - (rf + crf) / 2.0f;
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}
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if (mx > 100 || mx < -100)
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{
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mx = mx * 0.2;
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}
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if (my > 100 || my < -100)
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my = my * 0.2;
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}
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}
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int main()
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int main()
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