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/usr/share/emscripten/cache/sysroot/include/c++/v1/__iterator/reverse_access.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__iterator/reverse_access.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__iterator/reverse_iterator.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__iterator/reverse_iterator.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__iterator/size.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__iterator/size.h \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__iterator/wrap_iter.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__memory/temporary_buffer.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__memory/temporary_buffer.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__memory/uninitialized_algorithms.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__memory/uninitialized_algorithms.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__functional/identity.h \
|
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|
||||||
|
@ -262,6 +275,17 @@ CMakeFiles/FinalProject.dir/src/render/window.cpp.o: \
|
||||||
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|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__algorithm/transform.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__algorithm/unique_copy.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__algorithm/unique_copy.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__algorithm/unique.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__algorithm/unique.h \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__split_buffer \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/unordered_map \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__functional/is_transparent.h \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__hash_table \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__node_handle \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/optional \
|
||||||
|
/home/brett/Documents/Brock/CS\ 3P98/Final\ Project/libraries/BLT/include/blt/std/string.h \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/iostream \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/ios \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__locale \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/string \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/cstdio \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/cstdio \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/stdio.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/stdio.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/stdio.h \
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/usr/share/emscripten/cache/sysroot/include/stdio.h \
|
||||||
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@ -277,12 +301,23 @@ CMakeFiles/FinalProject.dir/src/render/window.cpp.o: \
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|
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|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__ranges/enable_view.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__ranges/enable_view.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__string \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__string \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/unordered_map \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/mutex \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__functional/is_transparent.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__mutex_base \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__hash_table \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/system_error \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/cmath \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__errc \
|
||||||
/usr/share/emscripten/cache/sysroot/include/compat/math.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/cerrno \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/math.h \
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/locale.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/math.h \
|
/usr/share/emscripten/cache/sysroot/include/locale.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__node_handle \
|
/usr/share/emscripten/cache/sysroot/include/compat/xlocale.h \
|
||||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/optional
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/istream \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/ostream \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/bitset \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/locale \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/cstdarg \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/compat/stdarg.h \
|
||||||
|
/usr/lib/llvm-14/lib/clang/14.0.6/include/stdarg.h \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/streambuf \
|
||||||
|
/usr/share/emscripten/cache/sysroot/include/c++/v1/__bsd_locale_fallbacks.h \
|
||||||
|
/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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||||||
|
|
|
@ -101,12 +101,12 @@ libraries/BLT/clean: libraries/BLT/CMakeFiles/BLT.dir/clean
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CMakeFiles/FinalProject.dir/all: libraries/BLT/CMakeFiles/BLT.dir/all
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CMakeFiles/FinalProject.dir/all: libraries/BLT/CMakeFiles/BLT.dir/all
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||||||
$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/depend
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$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/depend
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||||||
$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/build
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$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/build
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@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=9,10,11,12 "Built target FinalProject"
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@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=10,11,12,13,14 "Built target FinalProject"
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||||||
.PHONY : CMakeFiles/FinalProject.dir/all
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.PHONY : CMakeFiles/FinalProject.dir/all
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||||||
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||||||
# Build rule for subdir invocation for target.
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# Build rule for subdir invocation for target.
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CMakeFiles/FinalProject.dir/rule: cmake_check_build_system
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CMakeFiles/FinalProject.dir/rule: cmake_check_build_system
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$(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 12
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$(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 14
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$(MAKE) $(MAKESILENT) -f CMakeFiles/Makefile2 CMakeFiles/FinalProject.dir/all
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$(MAKE) $(MAKESILENT) -f CMakeFiles/Makefile2 CMakeFiles/FinalProject.dir/all
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$(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 0
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$(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 0
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.PHONY : CMakeFiles/FinalProject.dir/rule
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.PHONY : CMakeFiles/FinalProject.dir/rule
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@ -127,12 +127,12 @@ CMakeFiles/FinalProject.dir/clean:
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libraries/BLT/CMakeFiles/BLT.dir/all:
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libraries/BLT/CMakeFiles/BLT.dir/all:
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$(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/depend
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$(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/depend
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$(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/build
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.PHONY : libraries/BLT/CMakeFiles/BLT.dir/all
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# Build rule for subdir invocation for target.
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# Build rule for subdir invocation for target.
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libraries/BLT/CMakeFiles/BLT.dir/rule: cmake_check_build_system
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libraries/BLT/CMakeFiles/BLT.dir/rule: cmake_check_build_system
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$(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 9
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$(MAKE) $(MAKESILENT) -f CMakeFiles/Makefile2 libraries/BLT/CMakeFiles/BLT.dir/all
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$(MAKE) $(MAKESILENT) -f CMakeFiles/Makefile2 libraries/BLT/CMakeFiles/BLT.dir/all
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$(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 0
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.PHONY : libraries/BLT/CMakeFiles/BLT.dir/rule
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|
|
@ -1 +1 @@
|
||||||
12
|
14
|
||||||
|
|
|
@ -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) {
|
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|
GLctx.attachShader(GL.programs[program], GL.shaders[shader]);
|
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|
}
|
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|
|
||||||
|
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,
|
||||||
|
|
Binary file not shown.
|
@ -169,6 +169,30 @@ src/main.cpp.s:
|
||||||
$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/main.cpp.s
|
$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/main.cpp.s
|
||||||
.PHONY : src/main.cpp.s
|
.PHONY : src/main.cpp.s
|
||||||
|
|
||||||
|
src/render/camera.o: src/render/camera.cpp.o
|
||||||
|
.PHONY : src/render/camera.o
|
||||||
|
|
||||||
|
# target to build an object file
|
||||||
|
src/render/camera.cpp.o:
|
||||||
|
$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/render/camera.cpp.o
|
||||||
|
.PHONY : src/render/camera.cpp.o
|
||||||
|
|
||||||
|
src/render/camera.i: src/render/camera.cpp.i
|
||||||
|
.PHONY : src/render/camera.i
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|
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||||||
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||||||
|
OBJECT_FILE_DIR = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std
|
||||||
|
|
||||||
build libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o: CXX_COMPILER__BLT_RelWithDebInfo /home/brett/Documents/Brock/CS$ 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 = :
|
||||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -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
|
|
@ -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
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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
|
|
@ -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;
|
||||||
|
|
||||||
void main() {
|
layout (location = 0) in vec3 vertex;
|
||||||
|
|
||||||
|
layout (std140) uniform StandardMatrices
|
||||||
|
{
|
||||||
|
mat4 projection;
|
||||||
|
mat4 view;
|
||||||
|
// projection view matrix
|
||||||
|
mat4 pvm;
|
||||||
|
};
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = projection * view * vec4(vertex.x, vertex.y, vertex.z, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
")";
|
")";
|
||||||
#endif
|
#endif
|
|
@ -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
|
43
src/main.cpp
43
src/main.cpp
|
@ -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 browser’s requestAnimationFrame mechanism to call the main loop function.
|
* "setting 0 or a negative value as the fps will use the browser’s 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;
|
||||||
|
|
|
@ -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();
|
||||||
|
}
|
|
@ -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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue