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Brett 2023-02-11 16:26:47 -05:00
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/usr/share/emscripten/cache/sysroot/include/c++/v1/sstream \
/home/brett/Documents/Brock/CS\ 3P98/Final\ Project/libraries/BLT/include/blt/std/logging.h \
/home/brett/Documents/Brock/CS\ 3P98/Final\ Project/libraries/BLT/include/blt/std/time.h

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libraries/BLT/CMakeFiles/BLT.dir/all: libraries/BLT/CMakeFiles/BLT.dir/all:
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$(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/build $(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/build
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@ -1 +1 @@
12 14

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@ -196,7 +196,7 @@ Module['FS_createPath']("/", "assets", true, true);
} }
} }
loadPackage({"files": [{"filename": "/assets/test.txt", "start": 0, "end": 124}], "remote_package_size": 124, "package_uuid": "aab34abf-9015-4b8c-a044-ee68f0029d9d"}); loadPackage({"files": [{"filename": "/assets/test.txt", "start": 0, "end": 124}], "remote_package_size": 124, "package_uuid": "979b92ba-fe18-4fbb-9481-94f4f165f270"});
})(); })();
@ -4651,6 +4651,31 @@ var ASM_CONSTS = {
abort('native code called abort()'); abort('native code called abort()');
} }
var _emscripten_get_now;if (ENVIRONMENT_IS_NODE) {
_emscripten_get_now = () => {
var t = process['hrtime']();
return t[0] * 1e3 + t[1] / 1e6;
};
} else _emscripten_get_now = () => performance.now();
;
var _emscripten_get_now_is_monotonic = true;;
function _clock_gettime(clk_id, tp) {
// int clock_gettime(clockid_t clk_id, struct timespec *tp);
var now;
if (clk_id === 0) {
now = Date.now();
} else if ((clk_id === 1 || clk_id === 4) && _emscripten_get_now_is_monotonic) {
now = _emscripten_get_now();
} else {
setErrNo(28);
return -1;
}
HEAP32[((tp)>>2)] = (now/1000)|0; // seconds
HEAP32[(((tp)+(4))>>2)] = ((now % 1000)*1000*1000)|0; // nanoseconds
return 0;
}
function _emscripten_memcpy_big(dest, src, num) { function _emscripten_memcpy_big(dest, src, num) {
HEAPU8.copyWithin(dest, src, src + num); HEAPU8.copyWithin(dest, src, src + num);
} }
@ -5348,14 +5373,6 @@ var ASM_CONSTS = {
return 0; return 0;
} }
var _emscripten_get_now;if (ENVIRONMENT_IS_NODE) {
_emscripten_get_now = () => {
var t = process['hrtime']();
return t[0] * 1e3 + t[1] / 1e6;
};
} else _emscripten_get_now = () => performance.now();
;
function _exit(status) { function _exit(status) {
// void _exit(int status); // void _exit(int status);
// http://pubs.opengroup.org/onlinepubs/000095399/functions/exit.html // http://pubs.opengroup.org/onlinepubs/000095399/functions/exit.html
@ -5769,6 +5786,304 @@ var ASM_CONSTS = {
} }
}); });
}}; }};
function _glAttachShader(program, shader) {
GLctx.attachShader(GL.programs[program], GL.shaders[shader]);
}
function _glBindBuffer(target, buffer) {
if (target == 0x88EB /*GL_PIXEL_PACK_BUFFER*/) {
// In WebGL 2 glReadPixels entry point, we need to use a different WebGL 2 API function call when a buffer is bound to
// GL_PIXEL_PACK_BUFFER_BINDING point, so must keep track whether that binding point is non-null to know what is
// the proper API function to call.
GLctx.currentPixelPackBufferBinding = buffer;
} else if (target == 0x88EC /*GL_PIXEL_UNPACK_BUFFER*/) {
// In WebGL 2 gl(Compressed)Tex(Sub)Image[23]D entry points, we need to
// use a different WebGL 2 API function call when a buffer is bound to
// GL_PIXEL_UNPACK_BUFFER_BINDING point, so must keep track whether that
// binding point is non-null to know what is the proper API function to
// call.
GLctx.currentPixelUnpackBufferBinding = buffer;
}
GLctx.bindBuffer(target, GL.buffers[buffer]);
}
function _glBindBufferBase(target, index, buffer) {
GLctx['bindBufferBase'](target, index, GL.buffers[buffer]);
}
function _glBindVertexArray(vao) {
GLctx['bindVertexArray'](GL.vaos[vao]);
}
function _glBufferData(target, size, data, usage) {
if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible.
if (data) {
GLctx.bufferData(target, HEAPU8, usage, data, size);
} else {
GLctx.bufferData(target, size, usage);
}
} else {
// N.b. here first form specifies a heap subarray, second form an integer size, so the ?: code here is polymorphic. It is advised to avoid
// randomly mixing both uses in calling code, to avoid any potential JS engine JIT issues.
GLctx.bufferData(target, data ? HEAPU8.subarray(data, data+size) : size, usage);
}
}
function _glBufferSubData(target, offset, size, data) {
if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible.
GLctx.bufferSubData(target, offset, HEAPU8, data, size);
return;
}
GLctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size));
}
function _glClear(x0) { GLctx['clear'](x0) }
function _glClearColor(x0, x1, x2, x3) { GLctx['clearColor'](x0, x1, x2, x3) }
function _glCompileShader(shader) {
GLctx.compileShader(GL.shaders[shader]);
}
function _glCreateProgram() {
var id = GL.getNewId(GL.programs);
var program = GLctx.createProgram();
// Store additional information needed for each shader program:
program.name = id;
// Lazy cache results of glGetProgramiv(GL_ACTIVE_UNIFORM_MAX_LENGTH/GL_ACTIVE_ATTRIBUTE_MAX_LENGTH/GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH)
program.maxUniformLength = program.maxAttributeLength = program.maxUniformBlockNameLength = 0;
program.uniformIdCounter = 1;
GL.programs[id] = program;
return id;
}
function _glCreateShader(shaderType) {
var id = GL.getNewId(GL.shaders);
GL.shaders[id] = GLctx.createShader(shaderType);
return id;
}
function _glDeleteBuffers(n, buffers) {
for (var i = 0; i < n; i++) {
var id = HEAP32[(((buffers)+(i*4))>>2)];
var buffer = GL.buffers[id];
// From spec: "glDeleteBuffers silently ignores 0's and names that do not
// correspond to existing buffer objects."
if (!buffer) continue;
GLctx.deleteBuffer(buffer);
buffer.name = 0;
GL.buffers[id] = null;
if (id == GLctx.currentPixelPackBufferBinding) GLctx.currentPixelPackBufferBinding = 0;
if (id == GLctx.currentPixelUnpackBufferBinding) GLctx.currentPixelUnpackBufferBinding = 0;
}
}
function _glDeleteProgram(id) {
if (!id) return;
var program = GL.programs[id];
if (!program) { // glDeleteProgram actually signals an error when deleting a nonexisting object, unlike some other GL delete functions.
GL.recordError(0x501 /* GL_INVALID_VALUE */);
return;
}
GLctx.deleteProgram(program);
program.name = 0;
GL.programs[id] = null;
}
function _glDeleteShader(id) {
if (!id) return;
var shader = GL.shaders[id];
if (!shader) { // glDeleteShader actually signals an error when deleting a nonexisting object, unlike some other GL delete functions.
GL.recordError(0x501 /* GL_INVALID_VALUE */);
return;
}
GLctx.deleteShader(shader);
GL.shaders[id] = null;
}
function _glDeleteVertexArrays(n, vaos) {
for (var i = 0; i < n; i++) {
var id = HEAP32[(((vaos)+(i*4))>>2)];
GLctx['deleteVertexArray'](GL.vaos[id]);
GL.vaos[id] = null;
}
}
function _glDetachShader(program, shader) {
GLctx.detachShader(GL.programs[program], GL.shaders[shader]);
}
function _glDisableVertexAttribArray(index) {
GLctx.disableVertexAttribArray(index);
}
function _glDrawElements(mode, count, type, indices) {
GLctx.drawElements(mode, count, type, indices);
}
function _glEnableVertexAttribArray(index) {
GLctx.enableVertexAttribArray(index);
}
function __glGenObject(n, buffers, createFunction, objectTable
) {
for (var i = 0; i < n; i++) {
var buffer = GLctx[createFunction]();
var id = buffer && GL.getNewId(objectTable);
if (buffer) {
buffer.name = id;
objectTable[id] = buffer;
} else {
GL.recordError(0x502 /* GL_INVALID_OPERATION */);
}
HEAP32[(((buffers)+(i*4))>>2)] = id;
}
}
function _glGenBuffers(n, buffers) {
__glGenObject(n, buffers, 'createBuffer', GL.buffers
);
}
function _glGenVertexArrays(n, arrays) {
__glGenObject(n, arrays, 'createVertexArray', GL.vaos
);
}
function _glGetProgramInfoLog(program, maxLength, length, infoLog) {
var log = GLctx.getProgramInfoLog(GL.programs[program]);
if (log === null) log = '(unknown error)';
var numBytesWrittenExclNull = (maxLength > 0 && infoLog) ? stringToUTF8(log, infoLog, maxLength) : 0;
if (length) HEAP32[((length)>>2)] = numBytesWrittenExclNull;
}
function _glGetProgramiv(program, pname, p) {
if (!p) {
// GLES2 specification does not specify how to behave if p is a null pointer. Since calling this function does not make sense
// if p == null, issue a GL error to notify user about it.
GL.recordError(0x501 /* GL_INVALID_VALUE */);
return;
}
if (program >= GL.counter) {
GL.recordError(0x501 /* GL_INVALID_VALUE */);
return;
}
program = GL.programs[program];
if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH
var log = GLctx.getProgramInfoLog(program);
if (log === null) log = '(unknown error)';
HEAP32[((p)>>2)] = log.length + 1;
} else if (pname == 0x8B87 /* GL_ACTIVE_UNIFORM_MAX_LENGTH */) {
if (!program.maxUniformLength) {
for (var i = 0; i < GLctx.getProgramParameter(program, 0x8B86/*GL_ACTIVE_UNIFORMS*/); ++i) {
program.maxUniformLength = Math.max(program.maxUniformLength, GLctx.getActiveUniform(program, i).name.length+1);
}
}
HEAP32[((p)>>2)] = program.maxUniformLength;
} else if (pname == 0x8B8A /* GL_ACTIVE_ATTRIBUTE_MAX_LENGTH */) {
if (!program.maxAttributeLength) {
for (var i = 0; i < GLctx.getProgramParameter(program, 0x8B89/*GL_ACTIVE_ATTRIBUTES*/); ++i) {
program.maxAttributeLength = Math.max(program.maxAttributeLength, GLctx.getActiveAttrib(program, i).name.length+1);
}
}
HEAP32[((p)>>2)] = program.maxAttributeLength;
} else if (pname == 0x8A35 /* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */) {
if (!program.maxUniformBlockNameLength) {
for (var i = 0; i < GLctx.getProgramParameter(program, 0x8A36/*GL_ACTIVE_UNIFORM_BLOCKS*/); ++i) {
program.maxUniformBlockNameLength = Math.max(program.maxUniformBlockNameLength, GLctx.getActiveUniformBlockName(program, i).length+1);
}
}
HEAP32[((p)>>2)] = program.maxUniformBlockNameLength;
} else {
HEAP32[((p)>>2)] = GLctx.getProgramParameter(program, pname);
}
}
function _glGetShaderInfoLog(shader, maxLength, length, infoLog) {
var log = GLctx.getShaderInfoLog(GL.shaders[shader]);
if (log === null) log = '(unknown error)';
var numBytesWrittenExclNull = (maxLength > 0 && infoLog) ? stringToUTF8(log, infoLog, maxLength) : 0;
if (length) HEAP32[((length)>>2)] = numBytesWrittenExclNull;
}
function _glGetShaderiv(shader, pname, p) {
if (!p) {
// GLES2 specification does not specify how to behave if p is a null pointer. Since calling this function does not make sense
// if p == null, issue a GL error to notify user about it.
GL.recordError(0x501 /* GL_INVALID_VALUE */);
return;
}
if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH
var log = GLctx.getShaderInfoLog(GL.shaders[shader]);
if (log === null) log = '(unknown error)';
// The GLES2 specification says that if the shader has an empty info log,
// a value of 0 is returned. Otherwise the log has a null char appended.
// (An empty string is falsey, so we can just check that instead of
// looking at log.length.)
var logLength = log ? log.length + 1 : 0;
HEAP32[((p)>>2)] = logLength;
} else if (pname == 0x8B88) { // GL_SHADER_SOURCE_LENGTH
var source = GLctx.getShaderSource(GL.shaders[shader]);
// source may be a null, or the empty string, both of which are falsey
// values that we report a 0 length for.
var sourceLength = source ? source.length + 1 : 0;
HEAP32[((p)>>2)] = sourceLength;
} else {
HEAP32[((p)>>2)] = GLctx.getShaderParameter(GL.shaders[shader], pname);
}
}
function _glGetUniformBlockIndex(program, uniformBlockName) {
return GLctx['getUniformBlockIndex'](GL.programs[program], UTF8ToString(uniformBlockName));
}
function _glLinkProgram(program) {
program = GL.programs[program];
GLctx.linkProgram(program);
// Invalidate earlier computed uniform->ID mappings, those have now become stale
program.uniformLocsById = 0; // Mark as null-like so that glGetUniformLocation() knows to populate this again.
program.uniformSizeAndIdsByName = {};
}
function _glShaderSource(shader, count, string, length) {
var source = GL.getSource(shader, count, string, length);
GLctx.shaderSource(GL.shaders[shader], source);
}
function _glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding) {
program = GL.programs[program];
GLctx['uniformBlockBinding'](program, uniformBlockIndex, uniformBlockBinding);
}
function _glUseProgram(program) {
program = GL.programs[program];
GLctx.useProgram(program);
// Record the currently active program so that we can access the uniform
// mapping table of that program.
GLctx.currentProgram = program;
}
function _glValidateProgram(program) {
GLctx.validateProgram(GL.programs[program]);
}
function _glVertexAttribPointer(index, size, type, normalized, stride, ptr) {
GLctx.vertexAttribPointer(index, size, type, !!normalized, stride, ptr);
}
function _glViewport(x0, x1, x2, x3) { GLctx['viewport'](x0, x1, x2, x3) } function _glViewport(x0, x1, x2, x3) { GLctx['viewport'](x0, x1, x2, x3) }
/** @constructor */ /** @constructor */
@ -6538,6 +6853,27 @@ var ASM_CONSTS = {
return GLFW.destroyWindow(winid); return GLFW.destroyWindow(winid);
} }
function _glfwGetCursorPos(winid, x, y) {
GLFW.getCursorPos(winid, x, y);
}
function _glfwGetInputMode(winid, mode) {
var win = GLFW.WindowFromId(winid);
if (!win) return;
switch (mode) {
case 0x00033001: { // GLFW_CURSOR
if (Browser.pointerLock) {
win.inputModes[mode] = 0x00034003; // GLFW_CURSOR_DISABLED
} else {
win.inputModes[mode] = 0x00034001; // GLFW_CURSOR_NORMAL
}
}
}
return win.inputModes[mode];
}
function _glfwInit() { function _glfwInit() {
if (GLFW.windows) return 1; // GL_TRUE if (GLFW.windows) return 1; // GL_TRUE
@ -6590,6 +6926,10 @@ var ASM_CONSTS = {
return prevcbfun; return prevcbfun;
} }
function _glfwSetInputMode(winid, mode, value) {
GLFW.setInputMode(winid, mode, value);
}
function _glfwSetKeyCallback(winid, cbfun) { function _glfwSetKeyCallback(winid, cbfun) {
return GLFW.setKeyCallback(winid, cbfun); return GLFW.setKeyCallback(winid, cbfun);
} }
@ -7315,6 +7655,7 @@ var asmLibraryArg = {
"_localtime_js": __localtime_js, "_localtime_js": __localtime_js,
"_tzset_js": __tzset_js, "_tzset_js": __tzset_js,
"abort": _abort, "abort": _abort,
"clock_gettime": _clock_gettime,
"emscripten_memcpy_big": _emscripten_memcpy_big, "emscripten_memcpy_big": _emscripten_memcpy_big,
"emscripten_resize_heap": _emscripten_resize_heap, "emscripten_resize_heap": _emscripten_resize_heap,
"emscripten_set_main_loop": _emscripten_set_main_loop, "emscripten_set_main_loop": _emscripten_set_main_loop,
@ -7324,14 +7665,49 @@ var asmLibraryArg = {
"fd_read": _fd_read, "fd_read": _fd_read,
"fd_seek": _fd_seek, "fd_seek": _fd_seek,
"fd_write": _fd_write, "fd_write": _fd_write,
"glAttachShader": _glAttachShader,
"glBindBuffer": _glBindBuffer,
"glBindBufferBase": _glBindBufferBase,
"glBindVertexArray": _glBindVertexArray,
"glBufferData": _glBufferData,
"glBufferSubData": _glBufferSubData,
"glClear": _glClear,
"glClearColor": _glClearColor,
"glCompileShader": _glCompileShader,
"glCreateProgram": _glCreateProgram,
"glCreateShader": _glCreateShader,
"glDeleteBuffers": _glDeleteBuffers,
"glDeleteProgram": _glDeleteProgram,
"glDeleteShader": _glDeleteShader,
"glDeleteVertexArrays": _glDeleteVertexArrays,
"glDetachShader": _glDetachShader,
"glDisableVertexAttribArray": _glDisableVertexAttribArray,
"glDrawElements": _glDrawElements,
"glEnableVertexAttribArray": _glEnableVertexAttribArray,
"glGenBuffers": _glGenBuffers,
"glGenVertexArrays": _glGenVertexArrays,
"glGetProgramInfoLog": _glGetProgramInfoLog,
"glGetProgramiv": _glGetProgramiv,
"glGetShaderInfoLog": _glGetShaderInfoLog,
"glGetShaderiv": _glGetShaderiv,
"glGetUniformBlockIndex": _glGetUniformBlockIndex,
"glLinkProgram": _glLinkProgram,
"glShaderSource": _glShaderSource,
"glUniformBlockBinding": _glUniformBlockBinding,
"glUseProgram": _glUseProgram,
"glValidateProgram": _glValidateProgram,
"glVertexAttribPointer": _glVertexAttribPointer,
"glViewport": _glViewport, "glViewport": _glViewport,
"glfwCreateWindow": _glfwCreateWindow, "glfwCreateWindow": _glfwCreateWindow,
"glfwDestroyWindow": _glfwDestroyWindow, "glfwDestroyWindow": _glfwDestroyWindow,
"glfwGetCursorPos": _glfwGetCursorPos,
"glfwGetInputMode": _glfwGetInputMode,
"glfwInit": _glfwInit, "glfwInit": _glfwInit,
"glfwMakeContextCurrent": _glfwMakeContextCurrent, "glfwMakeContextCurrent": _glfwMakeContextCurrent,
"glfwPollEvents": _glfwPollEvents, "glfwPollEvents": _glfwPollEvents,
"glfwSetErrorCallback": _glfwSetErrorCallback, "glfwSetErrorCallback": _glfwSetErrorCallback,
"glfwSetFramebufferSizeCallback": _glfwSetFramebufferSizeCallback, "glfwSetFramebufferSizeCallback": _glfwSetFramebufferSizeCallback,
"glfwSetInputMode": _glfwSetInputMode,
"glfwSetKeyCallback": _glfwSetKeyCallback, "glfwSetKeyCallback": _glfwSetKeyCallback,
"glfwSetMouseButtonCallback": _glfwSetMouseButtonCallback, "glfwSetMouseButtonCallback": _glfwSetMouseButtonCallback,
"glfwSwapBuffers": _glfwSwapBuffers, "glfwSwapBuffers": _glfwSwapBuffers,

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.PHONY : src/main.cpp.s .PHONY : src/main.cpp.s
src/render/camera.o: src/render/camera.cpp.o
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# target to build an object file
src/render/camera.cpp.o:
$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/render/camera.cpp.o
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build FinalProject: CXX_EXECUTABLE_LINKER__FinalProject_RelWithDebInfo CMakeFiles/FinalProject.dir/src/main.cpp.o CMakeFiles/FinalProject.dir/src/render/gl.cpp.o CMakeFiles/FinalProject.dir/src/render/window.cpp.o | libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/librt.a /usr/lib/x86_64-linux-gnu/libm.so /usr/lib/x86_64-linux-gnu/libX11.so || libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a build FinalProject: CXX_EXECUTABLE_LINKER__FinalProject_RelWithDebInfo CMakeFiles/FinalProject.dir/src/main.cpp.o CMakeFiles/FinalProject.dir/src/render/camera.cpp.o CMakeFiles/FinalProject.dir/src/render/gl.cpp.o CMakeFiles/FinalProject.dir/src/render/window.cpp.o | libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/librt.a /usr/lib/x86_64-linux-gnu/libm.so /usr/lib/x86_64-linux-gnu/libX11.so || libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a
FLAGS = -O2 -g -DNDEBUG FLAGS = -O2 -g -DNDEBUG
LINK_FLAGS = -rdynamic LINK_FLAGS = -rdynamic
LINK_LIBRARIES = libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so -Wl,-Bstatic -lrt -Wl,-Bdynamic -lm -ldl -lX11 LINK_LIBRARIES = libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so -Wl,-Bstatic -lrt -Wl,-Bdynamic -lm -ldl -lX11
@ -501,6 +508,13 @@ build libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/format.cpp.o: CXX_COMPILER__B
OBJECT_DIR = libraries/BLT/CMakeFiles/BLT.dir OBJECT_DIR = libraries/BLT/CMakeFiles/BLT.dir
OBJECT_FILE_DIR = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std OBJECT_FILE_DIR = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std
build libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/loader.cpp.o: CXX_COMPILER__BLT_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/libraries/BLT/src/blt/std/loader.cpp || cmake_object_order_depends_target_BLT
DEP_FILE = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/loader.cpp.o.d
FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always
INCLUDES = -I"/home/brett/Documents/Brock/CS 3P98/Final Project/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-relwithdebinfo/libraries/BLT/config"
OBJECT_DIR = libraries/BLT/CMakeFiles/BLT.dir
OBJECT_FILE_DIR = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std
build libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o: CXX_COMPILER__BLT_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/libraries/BLT/src/blt/std/logging.cpp || cmake_object_order_depends_target_BLT build libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o: CXX_COMPILER__BLT_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/libraries/BLT/src/blt/std/logging.cpp || cmake_object_order_depends_target_BLT
DEP_FILE = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o.d DEP_FILE = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o.d
FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always
@ -544,7 +558,7 @@ build libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt_block.cpp.o: CXX_COMPILER
############################################# #############################################
# Link the static library libraries/BLT/libBLT.a # Link the static library libraries/BLT/libBLT.a
build libraries/BLT/libBLT.a: CXX_STATIC_LIBRARY_LINKER__BLT_RelWithDebInfo libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/filesystem.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/format.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/system.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/profiling/profiler.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt_block.cpp.o build libraries/BLT/libBLT.a: CXX_STATIC_LIBRARY_LINKER__BLT_RelWithDebInfo libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/filesystem.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/format.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/loader.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/system.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/profiling/profiler.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt.cpp.o libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt_block.cpp.o
LANGUAGE_COMPILE_FLAGS = -O2 -g -DNDEBUG LANGUAGE_COMPILE_FLAGS = -O2 -g -DNDEBUG
OBJECT_DIR = libraries/BLT/CMakeFiles/BLT.dir OBJECT_DIR = libraries/BLT/CMakeFiles/BLT.dir
POST_BUILD = : POST_BUILD = :

16
include/render/camera.h Normal file
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@ -0,0 +1,16 @@
/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_CAMERA_H
#define FINALPROJECT_CAMERA_H
#include <render/window.h>
namespace fp::camera {
void update();
}
#endif //FINALPROJECT_CAMERA_H

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@ -9,6 +9,198 @@
// pulls in gl headers along with window tools // pulls in gl headers along with window tools
#include <render/window.h> #include <render/window.h>
#include <vector>
#include <unordered_map>
#include <blt/std/math.h>
#include <blt/std/string.h>
#include <string>
namespace fp {
/**
* Supported VBO types.
*/
enum vbo_type {
ARRAY_BUFFER = GL_ARRAY_BUFFER,
ELEMENT_BUFFER = GL_ELEMENT_ARRAY_BUFFER
};
enum vbo_mem_type {
STATIC = GL_STATIC_DRAW,
STREAM = GL_STREAM_DRAW,
DYNAMIC = GL_DYNAMIC_DRAW
};
struct VBO {
GLuint vboID = 0;
void* data = nullptr;
int size = 0;
vbo_type type = ARRAY_BUFFER;
vbo_mem_type mem_type = STATIC;
VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): type(type), data(data), size(size), mem_type(mem_type) {
glGenBuffers(1, &vboID);
bind();
glBufferData(type, size, data, mem_type);
}
template<typename T>
VBO(vbo_type type, std::vector<T> data, vbo_mem_type mem_type = STATIC): type(type), mem_type(mem_type) {
glGenBuffers(1, &vboID);
bind();
glBufferData(type, data.size(), data.data(), mem_type);
}
inline void bind() const {
glBindBuffer(type, vboID);
}
~VBO() {
glDeleteBuffers(1, &vboID);
}
};
class VAO {
private:
GLuint vaoID = 0;
std::vector<VBO*> VBOs;
public:
VAO();
// we should not be copying VAOs! VAOs should be allocated on the heap!
VAO(const VAO& copy) = delete;
VAO(VAO&& move) = delete;
/**
* binds the VBO as an attribute buffer for use in a shader
* @param vbo vbo to bind
* @param attribute_number attribute position to bind
* @param coordinate_size size of this attribute (1 for float, 2 for vec2...)
* @param type type to store. Use GL_FLOAT mostly
* @param stride stride will automatically be calculated using coordinate size (4 bytes is assumed!)
* @param offset offset into the data that this attribute is stored. Allows for weaving of data
*/
void bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type = GL_FLOAT, int stride = -1, long offset = 0);
/**
* Binds the VBO as if it was the element buffer (indices). Note: calling this more than once is not supported.
* @param vbo vbo to use
*/
void bindElementVBO(VBO* vbo);
inline void bind() const {
glBindVertexArray(vaoID);
}
~VAO();
};
class shader {
private:
struct IntDefaultedToMinusOne {
GLint i = -1;
};
// we can have shaders of many types in OpenGL
unsigned int programID = 0;
// but we will only make use of these two for now
unsigned int vertexShaderID = 0;
unsigned int fragmentShaderID = 0;
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
unsigned int geometryShaderID = 0;
// this would be very useful however it is highly unlikely webgl will support it
// im leaving some of this stuff in here because I might expand the native application to use some of it.
// im trying to keep the web and native versions the same though
unsigned int tessellationShaderID = 0;
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
static unsigned int createShader(const std::string& source, int type);
inline GLint getUniformLocation(const std::string &name) {
if (uniformVars[name].i != -1)
return uniformVars[name].i;
// caching the result is a lot faster since it won't change after the shader is created.
// TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html
int loc = glGetUniformLocation(programID, name.c_str());
uniformVars[name].i = loc;
return loc;
}
static inline std::string removeEmptyFirstLines(const std::string& string){
auto lines = blt::string::split(string, "\n");
std::string new_source_string;
for (const auto& line : lines) {
if (!line.empty() && !blt::string::contains(line, "\"")) {
new_source_string += line;
new_source_string += "\n";
}
}
return new_source_string;
}
public:
/**
* Creates a shader
* @param vertex vertex shader source or file
* @param fragment fragment shader source or file
* @param geometry geometry shader source or file (optional)
* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
*/
shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
// used to set the location of VAOs to the in variables in opengl shaders.
void bindAttribute(int attribute, const std::string &name) const;
// used to set location of shared UBOs like the perspective and view matrix
void setUniformBlockLocation(const std::string &name, int location) const;
// set various data-types.
inline void setBool(const std::string &name, bool value) {
glUniform1i(getUniformLocation(name), (int) value);
}
inline void setInt(const std::string &name, int value) {
glUniform1i(getUniformLocation(name), value);
}
inline void setFloat(const std::string &name, float value) {
glUniform1f(getUniformLocation(name), value);
}
inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
}
inline void setVec3(const std::string &name, const blt::vec4 &vec) {
glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
}
inline void setVec4(const std::string &name, const blt::vec4 &vec) {
// TODO: edit BLT to include a w component
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]);
}
inline void setVec2(const std::string &name, float x, float y) {
glUniform2f(getUniformLocation(name), x, y);
}
inline void setVec3(const std::string &name, float x, float y, float z) {
glUniform3f(getUniformLocation(name), x, y, z);
}
inline void setVec4(const std::string &name, float x, float y, float z, float w) {
glUniform4f(getUniformLocation(name), x, y, z, w);
}
inline void use() const {
glUseProgram(programID);
}
static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
static void updateViewMatrix(const blt::mat4x4& viewMatrix);
~shader();
};
}
#endif //FINALPROJECT_GL_H #endif //FINALPROJECT_GL_H

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@ -14,6 +14,9 @@
// emscripten provides its own gl bindings. // emscripten provides its own gl bindings.
#ifndef __EMSCRIPTEN__ #ifndef __EMSCRIPTEN__
#include <glad/gles2.h> #include <glad/gles2.h>
#else
#include <emscripten.h>
#define GL_GLEXT_PROTOTYPES
#endif #endif
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <blt/std/math.h> #include <blt/std/math.h>
@ -41,6 +44,17 @@ namespace fp::window {
bool mouseState(); bool mouseState();
bool keyState(); bool keyState();
bool mouseGrabbed();
void mouseGrabbed(bool state);
float mouseDX();
float mouseDY();
// seconds
double getFrameDelta();
// nanoseconds
long getFrameDeltaRaw();
const blt::mat4x4& getPerspectiveMatrix(); const blt::mat4x4& getPerspectiveMatrix();
void setFOV(float new_fov); void setFOV(float new_fov);

View File

@ -1,13 +1,18 @@
#ifdef __cplusplus #ifdef __cplusplus
#include <string> #include <string>
std::string shader_test_frag = R"(" std::string shader_test_frag = R"("
#endif #version 300 es
#version 100 precision mediump float;
out vec4 FragColor;
void main() { void main() {
/** if (gl_fragcoord * gl_fragcoord < vec2(5, 5))
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
else
discard;*/
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
} }
#ifdef __cplusplus ")";
")";
#endif #endif

View File

@ -1,13 +1,22 @@
#ifdef __cplusplus #ifdef __cplusplus
#include <string> #include <string>
std::string shader_test_vert = R"(" std::string shader_test_vert = R"("
#endif #version 300 es
#version 100 precision mediump float;
layout (location = 0) in vec3 vertex;
layout (std140) uniform StandardMatrices
{
mat4 projection;
mat4 view;
// projection view matrix
mat4 pvm;
};
void main() { void main() {
gl_Position = projection * view * vec4(vertex.x, vertex.y, vertex.z, 1.0);
} }
#ifdef __cplusplus
")"; ")";
#endif #endif

16
include/util/math.h Normal file
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@ -0,0 +1,16 @@
/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_MATH_H
#define FINALPROJECT_MATH_H
#include <cmath>
static inline float degreesToRadian(float deg) {
return deg * (float)M_PI / 180.0f;
}
#endif //FINALPROJECT_MATH_H

@ -1 +1 @@
Subproject commit 20ce0e2e9ba10bf9803bfbcdc83403f68eef77d5 Subproject commit e50cc74bf3ba56455e0db3208d95af3546561341

View File

@ -1,17 +1,50 @@
#include <blt/std/logging.h> #include <blt/std/logging.h>
#include <render/window.h> #include <render/window.h>
#include <render/gl.h>
#include <memory>
#include <shaders/test.frag>
#include <shaders/test.vert>
#include "render/camera.h"
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#define GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES
#define EGL_EGLEXT_PROTOTYPES #define EGL_EGLEXT_PROTOTYPES
#endif #endif
const float scale = 1;
float vertices[] = {
0.5f * scale, 0.5f * scale, -2.0f, // top right
0.5f * scale, -0.5f * scale, -2.0f, // bottom right
-0.5f * scale, -0.5f * scale, -2.0f, // bottom left
-0.5f * scale, 0.5f * scale, -2.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
fp::shader* activeShader;
fp::VAO* activeVAO;
void loop(){ void loop(){
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
activeShader->use();
activeVAO->bind();
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(0);
if (fp::window::isKeyPressed(GLFW_KEY_R)){ if (fp::window::isKeyPressed(GLFW_KEY_R)){
BLT_DEBUG("R Key is pressed!"); BLT_DEBUG("R Key is pressed!");
if (fp::window::keyState()) if (fp::window::keyState())
BLT_TRACE("R Key Single Press!"); BLT_TRACE("R Key Single Press!");
} }
fp::camera::update();
fp::window::update(); fp::window::update();
} }
@ -22,6 +55,11 @@ int main() {
fp::window::init(); fp::window::init();
activeShader = new fp::shader(shader_test_vert, shader_test_frag);
activeVAO = new fp::VAO();
activeVAO->bindVBO(new fp::VBO{fp::ARRAY_BUFFER, vertices, sizeof(vertices)}, 0, 3);
activeVAO->bindElementVBO(new fp::VBO{fp::ELEMENT_BUFFER, indices, sizeof(indices)});
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
/* /*
* "setting 0 or a negative value as the fps will use the browsers requestAnimationFrame mechanism to call the main loop function. * "setting 0 or a negative value as the fps will use the browsers requestAnimationFrame mechanism to call the main loop function.
@ -29,12 +67,15 @@ int main() {
* make sure you render at a proper smooth rate that lines up properly with the browser and monitor." * make sure you render at a proper smooth rate that lines up properly with the browser and monitor."
* https://emscripten.org/docs/api_reference/emscripten.h.html * https://emscripten.org/docs/api_reference/emscripten.h.html
*/ */
emscripten_set_main_loop(loop, 0, true); emscripten_set_main_loop(loop, 60, true);
#else #else
while(!fp::window::isCloseRequested()) while(!fp::window::isCloseRequested())
loop(); loop();
#endif #endif
delete(activeShader);
delete(activeVAO);
fp::window::close(); fp::window::close();
return 0; return 0;

127
src/render/camera.cpp Normal file
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@ -0,0 +1,127 @@
/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#include <render/camera.h>
#include <render/gl.h>
#include <blt/std/math.h>
#include <cmath>
#include <blt/std/loader.h>
#include "util/math.h"
blt::vec3 position;
blt::vec3 rotation;
const float MAX_SPEED = 100;
const float DEFAULT_SPEED = 50;
float speed = 0;
float rotation_speed = 3;
void updateCursorGrabbedState(){
if (fp::window::isKeyPressed(GLFW_KEY_ESCAPE) && fp::window::keyState())
fp::window::mouseGrabbed(!fp::window::mouseGrabbed());
}
void updateCameraRotation(){
if (!fp::window::mouseGrabbed())
return;
rotation[1] += (float)(-fp::window::mouseDY() * fp::window::getFrameDelta() * rotation_speed);
rotation[2] += (float)(-fp::window::mouseDX() * fp::window::getFrameDelta() * rotation_speed);
if (rotation[2] > 360)
rotation[2] = 0;
if (rotation[2] < 0)
rotation[2] = 360;
if (rotation[1] > 90)
rotation[1] = 90;
if (rotation[1] < -90)
rotation[1] = -90;
}
void updateViewMatrix(){
blt::mat4x4 viewMatrix;
float pitch = degreesToRadian(rotation[1]);
float yaw = degreesToRadian(rotation[2]);
float cosPitch = std::cos(pitch);
float cosYaw = std::cos(yaw);
float sinPitch = std::sin(pitch);
float sinYaw = std::sin(yaw);
auto x = blt::vec4{cosYaw, 0, -sinYaw}; // forward
auto y = blt::vec4{sinYaw * sinPitch, cosPitch, cosYaw * sinPitch}; // right
auto z = blt::vec4{sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw}; // up
viewMatrix.m00(float(x.x()));
viewMatrix.m01(float(x.y()));
viewMatrix.m02(float(x.z()));
viewMatrix.m03(float(x.w()));
viewMatrix.m10(float(y.x()));
viewMatrix.m11(float(y.y()));
viewMatrix.m12(float(y.z()));
viewMatrix.m13(float(y.w()));
viewMatrix.m20(float(z.x()));
viewMatrix.m21(float(z.y()));
viewMatrix.m22(float(z.z()));
viewMatrix.m23(float(z.w()));
// view matrix are inverted, dot product to simulate translate matrix multiplication
viewMatrix.m03(-float(blt::vec<4>::dot(x, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m13(-float(blt::vec<4>::dot(y, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m23(-float(blt::vec<4>::dot(z, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m33(1);
fp::shader::updateViewMatrix(viewMatrix);
}
void fp::camera::update() {
updateCursorGrabbedState();
updateCameraRotation();
if (window::isKeyPressed(GLFW_KEY_LEFT_CONTROL)){
speed = MAX_SPEED;
} else if (window::isKeyPressed(GLFW_KEY_LEFT_ALT))
speed = DEFAULT_SPEED / 2;
else
speed = DEFAULT_SPEED;
float currentSpeedX = 0;
float currentSpeedY = 0;
float currentSpeedZ = 0;
if (window::isKeyPressed(GLFW_KEY_W))
currentSpeedZ = speed;
else if (window::isKeyPressed(GLFW_KEY_S))
currentSpeedZ = -speed;
if (window::isKeyPressed(GLFW_KEY_A))
currentSpeedX = -speed;
else if (window::isKeyPressed(GLFW_KEY_D))
currentSpeedX = speed;
if (window::isKeyPressed(GLFW_KEY_LEFT_SHIFT))
currentSpeedY = -speed;
else if (window::isKeyPressed((GLFW_KEY_SPACE)))
currentSpeedY = speed;
else
currentSpeedY = 0;
float yawRadians = degreesToRadian(rotation[2]);
// https://www.desmos.com/calculator/gccgtjqpcy
// visual description of this equation, Y is Z here and R is the yaw
float dx = -currentSpeedZ * sinf(yawRadians) + currentSpeedX * cosf(yawRadians);
float dy = currentSpeedY;
float dz = -currentSpeedZ * cosf(yawRadians) + -currentSpeedX * sinf(yawRadians);
position[0] += (float)(dx * window::getFrameDelta());
position[1] += (float)(dy * window::getFrameDelta());
position[2] += (float)(dz * window::getFrameDelta());
updateViewMatrix();
}

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@ -8,3 +8,213 @@
#endif #endif
#include <render/gl.h> #include <render/gl.h>
#include <blt/std/logging.h>
#include <blt/std/memory.h>
#include <blt/std/loader.h>
namespace fp::_static {
bool matricesUBOCreated = false;
unsigned int matricesUBO = 0;
blt::mat4x4 projectionMatrix {};
blt::mat4x4 viewMatrix {};
inline void createMatricesUBO(){
if (matricesUBOCreated)
return;
glGenBuffers(1, &matricesUBO);
glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO);
// 3 matrices stored [Perspective (64), View (64), pvm (64)]
glBufferData(GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * 3, nullptr, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// set the main matrices UBO to be in position 0. This will always be reserved for this purpose.
glBindBufferBase(GL_UNIFORM_BUFFER, 0, matricesUBO);
}
inline void updatePerspectiveUBO(){
createMatricesUBO();
// upload only the perspective since it changes rarely
glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(blt::mat4x4), projectionMatrix.ptr());
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
inline void updateViewUBO(){
// the UBO will have been created by now since the perspective matrix is updated on window creation.
glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO);
auto pvm = projectionMatrix * viewMatrix;
// by writing as offsets into one single buffer we can avoid overwriting the perspective matrix, and save us two more buffers
// since writing both at the same time is faster than binding a whole separate buffer. (Remember this gets ran once per frame!)
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(blt::mat4x4), sizeof(blt::mat4x4), viewMatrix.ptr());
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * 2, sizeof(blt::mat4x4), pvm.ptr());
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
}
namespace fp {
VAO::VAO() {
glGenVertexArrays(1, &vaoID);
}
VAO::~VAO() {
for (VBO* vbo : VBOs)
delete (vbo);
glDeleteVertexArrays(1, &vaoID);
}
void VAO::bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type, int stride, long offset) {
bind();
vbo->bind();
glVertexAttribPointer(
attribute_number, coordinate_size, type, GL_FALSE, stride < 0 ? int(coordinate_size * sizeof(float)) : stride, (void*) offset
);
glEnableVertexAttribArray(attribute_number);
VBOs.push_back(vbo);
}
void VAO::bindElementVBO(VBO* vbo) {
bind();
vbo->bind();
VBOs.push_back(vbo);
}
unsigned int shader::createShader(const std::string& source, int type) {
const char* shader_code = source.c_str();
// creates a Shader
unsigned int shaderID = glCreateShader(type);
// loads the shader code for later complication and uploading into the graphics card
// TODO: defines can be added here by sending them as additional strings. No need to edit the source string
glShaderSource(shaderID, 1, &shader_code, nullptr);
// Compile it
glCompileShader(shaderID);
// make sure there are no errors in the compilation. If there is then print out information pertaining to the error.
// the actual log is highly dependent on the platform this is being run from, so we cannot make any assumptions about the issue.
// the TODO: maybe find a way of lexing the output to give suggestions about fixing the error? default error messages can be unhelpful at times.
GLint success;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
if (!success) {
int log_length = 0;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length);
// scoped buffers will delete their memory when they go out of scope. A benefit of using BLT
blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
glGetShaderInfoLog(shaderID, log_length + 1, nullptr, infoLog.buffer);
auto shader_type_str = (type == GL_VERTEX_SHADER ? "Vertex Shader" : type == GL_FRAGMENT_SHADER ? "Fragment Shader" : "Other Shader");
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
BLT_ERROR("Unable to compile shader of type %s\nShader source:", shader_type_str);
BLT_ERROR(source);
BLT_ERROR("I have an log of %d length", log_length);
BLT_ERROR(infoLog.buffer);
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
}
return shaderID;
}
shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) {
// load shader sources
bool load_geometry = !geometry.empty();
std::string vertex_source = vertex;
std::string fragment_source = fragment;
std::string geometry_source = geometry;
if (!load_as_string){
// BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements.
vertex_source = blt::fs::loadShaderFile(vertex);
fragment_source = blt::fs::loadShaderFile(fragment);
if (load_geometry)
geometry_source = blt::fs::loadShaderFile(geometry);
} else {
vertex_source = removeEmptyFirstLines(vertex_source);
fragment_source = removeEmptyFirstLines(fragment_source);
geometry_source = removeEmptyFirstLines(geometry_source);
}
// create the shaders
vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
if (load_geometry)
BLT_ERROR("Unable to load geometry shader because webgl doesn't support it!");
// bind them to a program
programID = glCreateProgram();
// attach the loaded shaders to the Shader program
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
if (load_geometry)
glAttachShader(programID, geometryShaderID);
// link and make sure that our program is valid.
glLinkProgram(programID);
GLint success;
glGetProgramiv(programID, GL_LINK_STATUS, &success);
if (!success) {
int log_length = 0;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
// scoped buffers will delete their memory when they go out of scope. A benefit of using BLT
blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.buffer);
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
BLT_ERROR("Unable to link program of ID: %", programID);
BLT_ERROR(vertex_source);
BLT_ERROR(fragment_source);
BLT_ERROR(geometry_source);
BLT_ERROR("I have an log of %d length", log_length);
BLT_ERROR(infoLog.buffer);
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
}
glValidateProgram(programID);
use();
setUniformBlockLocation("StandardMatrices", 0);
glUseProgram(0);
}
void shader::bindAttribute(int attribute, const std::string &name) const {
use();
glBindAttribLocation(programID, attribute, name.c_str());
}
void shader::setUniformBlockLocation(const std::string &name, int location) const {
use();
glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
}
shader::~shader() {
glUseProgram(0);
// remove all the shaders from the program
glDetachShader(programID, vertexShaderID);
if (geometryShaderID)
glDetachShader(programID, geometryShaderID);
if (tessellationShaderID)
glDetachShader(programID, tessellationShaderID);
glDetachShader(programID, fragmentShaderID);
// delete the shaders
glDeleteShader(vertexShaderID);
if (geometryShaderID)
glDeleteShader(geometryShaderID);
if (tessellationShaderID)
glDeleteShader(tessellationShaderID);
glDeleteShader(fragmentShaderID);
// delete the Shader program
glDeleteProgram(programID);
}
void shader::updateProjectionMatrix(const blt::mat4x4& projectionMatrix) {
fp::_static::projectionMatrix = projectionMatrix;
fp::_static::updatePerspectiveUBO();
}
void shader::updateViewMatrix(const blt::mat4x4& viewMatrix) {
fp::_static::viewMatrix = viewMatrix;
fp::_static::updateViewUBO();
}
}

View File

@ -4,7 +4,9 @@
* See LICENSE file for license detail * See LICENSE file for license detail
*/ */
#include <render/window.h> #include <render/window.h>
#include <render/gl.h>
#include <blt/std/logging.h> #include <blt/std/logging.h>
#include <blt/std/time.h>
#include <unordered_map> #include <unordered_map>
GLFWwindow* global_window = nullptr; GLFWwindow* global_window = nullptr;
@ -18,6 +20,14 @@ bool mouse_pressed_frame = false;
blt::mat4x4 perspectiveMatrix; blt::mat4x4 perspectiveMatrix;
float fov = 90; float fov = 90;
long lastFrame = blt::system::getCurrentTimeNanoseconds();
long delta = 1;
double mouse_dx;
double mouse_last_x;
double mouse_dy;
double mouse_last_y;
/** /**
* GLFW error callback * GLFW error callback
* @param error provided by GLFW * @param error provided by GLFW
@ -63,8 +73,11 @@ inline void createWindow(int width, int height) {
} }
inline void updateWindowViewport(int width, int height){ inline void updateWindowViewport(int width, int height){
perspectiveMatrix = blt::perspective(fov, (float)width / (float)height, FP_FAR_PLANE, FP_NEAR_PLANE); // TODO: remake the matrix implementation. The values are transposed due to a flawed implementation.
perspectiveMatrix = blt::perspective(fov, (float)width / (float)height, FP_NEAR_PLANE, FP_FAR_PLANE);
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
// make sure we update the global perspective matrix otherwise our rendering is going to look off!
fp::shader::updateProjectionMatrix(perspectiveMatrix);
} }
/** /**
@ -96,7 +109,10 @@ void fp::window::init(int width, int height) {
initGLFW(); initGLFW();
createContextHints(); createContextHints();
createWindow(width, height); createWindow(width, height);
// OpenGL is single threaded. This ensures that the main thread is the one which is allowed to use it.
glfwMakeContextCurrent(global_window); glfwMakeContextCurrent(global_window);
installCallbacks(); installCallbacks();
#ifndef __EMSCRIPTEN__ #ifndef __EMSCRIPTEN__
@ -108,11 +124,23 @@ void fp::window::init(int width, int height) {
glfwSwapInterval(1); glfwSwapInterval(1);
#endif #endif
//glfwSwapInterval(1);
updateWindowViewport(width, height); updateWindowViewport(width, height);
} }
void fp::window::update() { void fp::window::update() {
double x_pos = 0;
double y_pos = 0;
glfwGetCursorPos(global_window, &x_pos, &y_pos);
mouse_dx = x_pos - mouse_last_x;
mouse_dy = y_pos - mouse_last_y;
mouse_last_x = x_pos;
mouse_last_y = y_pos;
// reset // reset
mouse_pressed_frame = false; mouse_pressed_frame = false;
key_pressed_frame = false; key_pressed_frame = false;
@ -120,6 +148,11 @@ void fp::window::update() {
glfwSwapBuffers(global_window); glfwSwapBuffers(global_window);
// this will cause the key/mouse callbacks which will set the state, which is why it is important to make sure the reset occurs before this. // this will cause the key/mouse callbacks which will set the state, which is why it is important to make sure the reset occurs before this.
glfwPollEvents(); glfwPollEvents();
// keep track of how much time has passed between window refreshes
long currentFrame = blt::system::getCurrentTimeNanoseconds();
delta = currentFrame - lastFrame;
lastFrame = currentFrame;
} }
void fp::window::close() { void fp::window::close() {
@ -158,3 +191,27 @@ bool fp::window::keyState() {
void fp::window::setFOV(float new_fov) { void fp::window::setFOV(float new_fov) {
fov = new_fov; fov = new_fov;
} }
bool fp::window::mouseGrabbed() {
return glfwGetInputMode(global_window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED;
}
void fp::window::mouseGrabbed(bool state) {
glfwSetInputMode(global_window, GLFW_CURSOR, state ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL);
}
double fp::window::getFrameDelta() {
return (double)delta / 1000000000.0;
}
long fp::window::getFrameDeltaRaw() {
return delta;
}
float fp::window::mouseDX() {
return (float)mouse_dx;
}
float fp::window::mouseDY() {
return (float)mouse_dy;
}