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||||
|
@ -262,6 +275,17 @@ CMakeFiles/FinalProject.dir/src/render/window.cpp.o: \
|
|||
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||||
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|
||||
/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 \
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||||
/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 \
|
||||
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|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__locale \
|
||||
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||||
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||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/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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|
||||
/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/__functional/is_transparent.h \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__hash_table \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/cmath \
|
||||
/usr/share/emscripten/cache/sysroot/include/compat/math.h \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/math.h \
|
||||
/usr/share/emscripten/cache/sysroot/include/math.h \
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||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__node_handle \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/optional
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||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/mutex \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__mutex_base \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/system_error \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/__errc \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/cerrno \
|
||||
/usr/share/emscripten/cache/sysroot/include/c++/v1/locale.h \
|
||||
/usr/share/emscripten/cache/sysroot/include/locale.h \
|
||||
/usr/share/emscripten/cache/sysroot/include/compat/xlocale.h \
|
||||
/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
|
||||
|
|
|
@ -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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$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/depend
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$(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/build
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@$(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=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=10,11,12,13,14 "Built target FinalProject"
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.PHONY : CMakeFiles/FinalProject.dir/all
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# Build rule for subdir invocation for target.
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CMakeFiles/FinalProject.dir/rule: cmake_check_build_system
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$(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) $(MAKESILENT) -f CMakeFiles/Makefile2 CMakeFiles/FinalProject.dir/all
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$(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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|
@ -127,12 +127,12 @@ CMakeFiles/FinalProject.dir/clean:
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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) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/build
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@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=1,2,3,4,5,6,7,8 "Built target BLT"
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@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=1,2,3,4,5,6,7,8,9 "Built target BLT"
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.PHONY : libraries/BLT/CMakeFiles/BLT.dir/all
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# Build rule for subdir invocation for target.
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libraries/BLT/CMakeFiles/BLT.dir/rule: cmake_check_build_system
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$(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 8
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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) $(MAKESILENT) -f CMakeFiles/Makefile2 libraries/BLT/CMakeFiles/BLT.dir/all
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$(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 @@
|
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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()');
|
||||
}
|
||||
|
||||
var _emscripten_get_now;if (ENVIRONMENT_IS_NODE) {
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||||
_emscripten_get_now = () => {
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var t = process['hrtime']();
|
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return t[0] * 1e3 + t[1] / 1e6;
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;
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||||
|
||||
var _emscripten_get_now_is_monotonic = true;;
|
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function _clock_gettime(clk_id, tp) {
|
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// int clock_gettime(clockid_t clk_id, struct timespec *tp);
|
||||
var now;
|
||||
if (clk_id === 0) {
|
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now = Date.now();
|
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} else if ((clk_id === 1 || clk_id === 4) && _emscripten_get_now_is_monotonic) {
|
||||
now = _emscripten_get_now();
|
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} else {
|
||||
setErrNo(28);
|
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return -1;
|
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}
|
||||
HEAP32[((tp)>>2)] = (now/1000)|0; // seconds
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HEAP32[(((tp)+(4))>>2)] = ((now % 1000)*1000*1000)|0; // nanoseconds
|
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return 0;
|
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|
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|
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function _emscripten_memcpy_big(dest, src, num) {
|
||||
HEAPU8.copyWithin(dest, src, src + num);
|
||||
}
|
||||
|
@ -5348,14 +5373,6 @@ var ASM_CONSTS = {
|
|||
return 0;
|
||||
}
|
||||
|
||||
var _emscripten_get_now;if (ENVIRONMENT_IS_NODE) {
|
||||
_emscripten_get_now = () => {
|
||||
var t = process['hrtime']();
|
||||
return t[0] * 1e3 + t[1] / 1e6;
|
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};
|
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} else _emscripten_get_now = () => performance.now();
|
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;
|
||||
|
||||
function _exit(status) {
|
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// void _exit(int status);
|
||||
// http://pubs.opengroup.org/onlinepubs/000095399/functions/exit.html
|
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|
@ -5769,6 +5786,304 @@ var ASM_CONSTS = {
|
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}
|
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});
|
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}};
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function _glAttachShader(program, shader) {
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GLctx.attachShader(GL.programs[program], GL.shaders[shader]);
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function _glBindBuffer(target, buffer) {
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if (target == 0x88EB /*GL_PIXEL_PACK_BUFFER*/) {
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// In WebGL 2 glReadPixels entry point, we need to use a different WebGL 2 API function call when a buffer is bound to
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// the proper API function to call.
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GLctx.currentPixelPackBufferBinding = buffer;
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// In WebGL 2 gl(Compressed)Tex(Sub)Image[23]D entry points, we need to
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// use a different WebGL 2 API function call when a buffer is bound to
|
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// GL_PIXEL_UNPACK_BUFFER_BINDING point, so must keep track whether that
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// binding point is non-null to know what is the proper API function to
|
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// call.
|
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GLctx.currentPixelUnpackBufferBinding = buffer;
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}
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GLctx.bindBuffer(target, GL.buffers[buffer]);
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}
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function _glBindBufferBase(target, index, buffer) {
|
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GLctx['bindBufferBase'](target, index, GL.buffers[buffer]);
|
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}
|
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|
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function _glBindVertexArray(vao) {
|
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GLctx['bindVertexArray'](GL.vaos[vao]);
|
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}
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|
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function _glBufferData(target, size, data, usage) {
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if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible.
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if (data) {
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GLctx.bufferData(target, HEAPU8, usage, data, size);
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GLctx.bufferData(target, size, usage);
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} else {
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// 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
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// randomly mixing both uses in calling code, to avoid any potential JS engine JIT issues.
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GLctx.bufferData(target, data ? HEAPU8.subarray(data, data+size) : size, usage);
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}
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}
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function _glBufferSubData(target, offset, size, data) {
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if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible.
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GLctx.bufferSubData(target, offset, HEAPU8, data, size);
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return;
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}
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GLctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size));
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}
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function _glClear(x0) { GLctx['clear'](x0) }
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function _glClearColor(x0, x1, x2, x3) { GLctx['clearColor'](x0, x1, x2, x3) }
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function _glCompileShader(shader) {
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GLctx.compileShader(GL.shaders[shader]);
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function _glCreateProgram() {
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var id = GL.getNewId(GL.programs);
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var program = GLctx.createProgram();
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// Store additional information needed for each shader program:
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program.name = id;
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// Lazy cache results of glGetProgramiv(GL_ACTIVE_UNIFORM_MAX_LENGTH/GL_ACTIVE_ATTRIBUTE_MAX_LENGTH/GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH)
|
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program.maxUniformLength = program.maxAttributeLength = program.maxUniformBlockNameLength = 0;
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program.uniformIdCounter = 1;
|
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GL.programs[id] = program;
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return id;
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}
|
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|
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function _glCreateShader(shaderType) {
|
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var id = GL.getNewId(GL.shaders);
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GL.shaders[id] = GLctx.createShader(shaderType);
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|
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return id;
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|
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|
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function _glDeleteBuffers(n, buffers) {
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for (var i = 0; i < n; i++) {
|
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var id = HEAP32[(((buffers)+(i*4))>>2)];
|
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var buffer = GL.buffers[id];
|
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|
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// From spec: "glDeleteBuffers silently ignores 0's and names that do not
|
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// correspond to existing buffer objects."
|
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if (!buffer) continue;
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GLctx.deleteBuffer(buffer);
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buffer.name = 0;
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GL.buffers[id] = null;
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if (id == GLctx.currentPixelPackBufferBinding) GLctx.currentPixelPackBufferBinding = 0;
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if (id == GLctx.currentPixelUnpackBufferBinding) GLctx.currentPixelUnpackBufferBinding = 0;
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}
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}
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function _glDeleteProgram(id) {
|
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if (!id) return;
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var program = GL.programs[id];
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if (!program) { // glDeleteProgram actually signals an error when deleting a nonexisting object, unlike some other GL delete functions.
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GL.recordError(0x501 /* GL_INVALID_VALUE */);
|
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return;
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}
|
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GLctx.deleteProgram(program);
|
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program.name = 0;
|
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GL.programs[id] = null;
|
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}
|
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|
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function _glDeleteShader(id) {
|
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if (!id) return;
|
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var shader = GL.shaders[id];
|
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if (!shader) { // glDeleteShader actually signals an error when deleting a nonexisting object, unlike some other GL delete functions.
|
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GL.recordError(0x501 /* GL_INVALID_VALUE */);
|
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return;
|
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}
|
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GLctx.deleteShader(shader);
|
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GL.shaders[id] = null;
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}
|
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|
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function _glDeleteVertexArrays(n, vaos) {
|
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for (var i = 0; i < n; i++) {
|
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var id = HEAP32[(((vaos)+(i*4))>>2)];
|
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GLctx['deleteVertexArray'](GL.vaos[id]);
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GL.vaos[id] = null;
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}
|
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|
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function _glDetachShader(program, shader) {
|
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GLctx.detachShader(GL.programs[program], GL.shaders[shader]);
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}
|
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|
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function _glDisableVertexAttribArray(index) {
|
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GLctx.disableVertexAttribArray(index);
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}
|
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|
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function _glDrawElements(mode, count, type, indices) {
|
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|
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GLctx.drawElements(mode, count, type, indices);
|
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|
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}
|
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|
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function _glEnableVertexAttribArray(index) {
|
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GLctx.enableVertexAttribArray(index);
|
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}
|
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|
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function __glGenObject(n, buffers, createFunction, objectTable
|
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) {
|
||||
for (var i = 0; i < n; i++) {
|
||||
var buffer = GLctx[createFunction]();
|
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var id = buffer && GL.getNewId(objectTable);
|
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if (buffer) {
|
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buffer.name = id;
|
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objectTable[id] = buffer;
|
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} else {
|
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GL.recordError(0x502 /* GL_INVALID_OPERATION */);
|
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}
|
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HEAP32[(((buffers)+(i*4))>>2)] = id;
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}
|
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}
|
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function _glGenBuffers(n, buffers) {
|
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__glGenObject(n, buffers, 'createBuffer', GL.buffers
|
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);
|
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}
|
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|
||||
function _glGenVertexArrays(n, arrays) {
|
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__glGenObject(n, arrays, 'createVertexArray', GL.vaos
|
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);
|
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}
|
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|
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function _glGetProgramInfoLog(program, maxLength, length, infoLog) {
|
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var log = GLctx.getProgramInfoLog(GL.programs[program]);
|
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if (log === null) log = '(unknown error)';
|
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var numBytesWrittenExclNull = (maxLength > 0 && infoLog) ? stringToUTF8(log, infoLog, maxLength) : 0;
|
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if (length) HEAP32[((length)>>2)] = numBytesWrittenExclNull;
|
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}
|
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|
||||
function _glGetProgramiv(program, pname, p) {
|
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if (!p) {
|
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// GLES2 specification does not specify how to behave if p is a null pointer. Since calling this function does not make sense
|
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// if p == null, issue a GL error to notify user about it.
|
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GL.recordError(0x501 /* GL_INVALID_VALUE */);
|
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return;
|
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|
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|
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if (program >= GL.counter) {
|
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GL.recordError(0x501 /* GL_INVALID_VALUE */);
|
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return;
|
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}
|
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|
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program = GL.programs[program];
|
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|
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if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH
|
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var log = GLctx.getProgramInfoLog(program);
|
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if (log === null) log = '(unknown error)';
|
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HEAP32[((p)>>2)] = log.length + 1;
|
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} else if (pname == 0x8B87 /* GL_ACTIVE_UNIFORM_MAX_LENGTH */) {
|
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if (!program.maxUniformLength) {
|
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for (var i = 0; i < GLctx.getProgramParameter(program, 0x8B86/*GL_ACTIVE_UNIFORMS*/); ++i) {
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program.maxUniformLength = Math.max(program.maxUniformLength, GLctx.getActiveUniform(program, i).name.length+1);
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@ -6590,6 +6926,10 @@ var ASM_CONSTS = {
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|
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490 862 1675879686649912557 libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt_block.cpp.o 2100792179af25a6
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1 240 1675879686029894982 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/context.c.o 66a0481f161ec0b0
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213 298 1675879686085896568 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/posix_time.c.o 85b163330cb816e5
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2 311 1675879686097896910 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/x11_monitor.c.o f704fd1b3f3f9ebf
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273 531 1675879686321903260 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/egl_context.c.o b183bcb8286b3466
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421 977 1675879686765915844 libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt.cpp.o 3e0e238c32ed62ec
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3 598 1676094325166005631 libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt.cpp.o 3e0e238c32ed62ec
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299 466 1675879686253901332 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/osmesa_context.c.o a913dd02c9ac6f97
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||||
333 723 1675879686513908702 libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/filesystem.cpp.o 49e1226ae352c85c
|
||||
0 421 1675879686209900084 CMakeFiles/FinalProject.dir/src/render/gl.cpp.o 2e02d50528893aea
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||||
2 409 1676094324978000454 libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/filesystem.cpp.o 49e1226ae352c85c
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||||
2 1269 1676094325838024127 CMakeFiles/FinalProject.dir/src/render/gl.cpp.o 2e02d50528893aea
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||||
311 524 1675879686313903031 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/linux_joystick.c.o 3df40cb71360060f
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1,7 +1,7 @@
|
|||
/opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/bin/cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_MAKE_PROGRAM=/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja -G Ninja -S "/home/brett/Documents/Brock/CS 3P98/Final Project" -B "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-relwithdebinfo"
|
||||
Building for Release
|
||||
-- Using X11 for window creation
|
||||
Standard Files /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/filesystem.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/format.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/logging.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/system.cpp
|
||||
Standard Files /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/filesystem.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/format.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/loader.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/logging.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/system.cpp
|
||||
Profiler Files /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/profiling/profiler.cpp
|
||||
Source: /home/brett/Documents/Brock/CS 3P98/Final Project
|
||||
Current Source: /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT
|
||||
|
|
Binary file not shown.
|
@ -1,3 +1,3 @@
|
|||
Start testing: Feb 08 13:08 EST
|
||||
Start testing: Feb 11 00:46 EST
|
||||
----------------------------------------------------------
|
||||
End testing: Feb 08 13:08 EST
|
||||
End testing: Feb 11 00:46 EST
|
||||
|
|
|
@ -56,6 +56,13 @@ build CMakeFiles/FinalProject.dir/src/main.cpp.o: CXX_COMPILER__FinalProject_Rel
|
|||
OBJECT_DIR = CMakeFiles/FinalProject.dir
|
||||
OBJECT_FILE_DIR = CMakeFiles/FinalProject.dir/src
|
||||
|
||||
build CMakeFiles/FinalProject.dir/src/render/camera.cpp.o: CXX_COMPILER__FinalProject_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/src/render/camera.cpp || cmake_object_order_depends_target_FinalProject
|
||||
DEP_FILE = CMakeFiles/FinalProject.dir/src/render/camera.cpp.o.d
|
||||
FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always -std=gnu++17
|
||||
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" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/glfw-3.3.8/include"
|
||||
OBJECT_DIR = CMakeFiles/FinalProject.dir
|
||||
OBJECT_FILE_DIR = CMakeFiles/FinalProject.dir/src/render
|
||||
|
||||
build CMakeFiles/FinalProject.dir/src/render/gl.cpp.o: CXX_COMPILER__FinalProject_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/src/render/gl.cpp || cmake_object_order_depends_target_FinalProject
|
||||
DEP_FILE = CMakeFiles/FinalProject.dir/src/render/gl.cpp.o.d
|
||||
FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always -std=gnu++17
|
||||
|
@ -78,7 +85,7 @@ build CMakeFiles/FinalProject.dir/src/render/window.cpp.o: CXX_COMPILER__FinalPr
|
|||
#############################################
|
||||
# Link the executable FinalProject
|
||||
|
||||
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
|
||||
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
|
||||
|
@ -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_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
|
||||
DEP_FILE = libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/logging.cpp.o.d
|
||||
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
|
||||
|
||||
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
|
||||
OBJECT_DIR = libraries/BLT/CMakeFiles/BLT.dir
|
||||
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
|
||||
#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
|
||||
|
|
|
@ -14,6 +14,9 @@
|
|||
// emscripten provides its own gl bindings.
|
||||
#ifndef __EMSCRIPTEN__
|
||||
#include <glad/gles2.h>
|
||||
#else
|
||||
#include <emscripten.h>
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <blt/std/math.h>
|
||||
|
@ -41,6 +44,17 @@ namespace fp::window {
|
|||
bool mouseState();
|
||||
bool keyState();
|
||||
|
||||
bool mouseGrabbed();
|
||||
void mouseGrabbed(bool state);
|
||||
|
||||
float mouseDX();
|
||||
float mouseDY();
|
||||
|
||||
// seconds
|
||||
double getFrameDelta();
|
||||
// nanoseconds
|
||||
long getFrameDeltaRaw();
|
||||
|
||||
const blt::mat4x4& getPerspectiveMatrix();
|
||||
|
||||
void setFOV(float new_fov);
|
||||
|
|
|
@ -1,13 +1,18 @@
|
|||
#ifdef __cplusplus
|
||||
#include <string>
|
||||
std::string shader_test_frag = R"("
|
||||
#endif
|
||||
#version 100
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
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
|
|
@ -1,13 +1,22 @@
|
|||
#ifdef __cplusplus
|
||||
#include <string>
|
||||
std::string shader_test_vert = R"("
|
||||
#endif
|
||||
#version 100
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
|
||||
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
|
|
@ -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 <render/window.h>
|
||||
#include <render/gl.h>
|
||||
#include <memory>
|
||||
|
||||
#include <shaders/test.frag>
|
||||
#include <shaders/test.vert>
|
||||
#include "render/camera.h"
|
||||
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#define EGL_EGLEXT_PROTOTYPES
|
||||
#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(){
|
||||
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)){
|
||||
BLT_DEBUG("R Key is pressed!");
|
||||
if (fp::window::keyState())
|
||||
BLT_TRACE("R Key Single Press!");
|
||||
}
|
||||
fp::camera::update();
|
||||
fp::window::update();
|
||||
}
|
||||
|
||||
|
@ -22,6 +55,11 @@ int main() {
|
|||
|
||||
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__
|
||||
/*
|
||||
* "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."
|
||||
* https://emscripten.org/docs/api_reference/emscripten.h.html
|
||||
*/
|
||||
emscripten_set_main_loop(loop, 0, true);
|
||||
emscripten_set_main_loop(loop, 60, true);
|
||||
#else
|
||||
while(!fp::window::isCloseRequested())
|
||||
loop();
|
||||
#endif
|
||||
|
||||
delete(activeShader);
|
||||
delete(activeVAO);
|
||||
|
||||
fp::window::close();
|
||||
|
||||
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
|
||||
|
||||
#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
|
||||
*/
|
||||
#include <render/window.h>
|
||||
#include <render/gl.h>
|
||||
#include <blt/std/logging.h>
|
||||
#include <blt/std/time.h>
|
||||
#include <unordered_map>
|
||||
|
||||
GLFWwindow* global_window = nullptr;
|
||||
|
@ -18,6 +20,14 @@ bool mouse_pressed_frame = false;
|
|||
blt::mat4x4 perspectiveMatrix;
|
||||
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
|
||||
* @param error provided by GLFW
|
||||
|
@ -63,8 +73,11 @@ inline void createWindow(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);
|
||||
// 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();
|
||||
createContextHints();
|
||||
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);
|
||||
|
||||
installCallbacks();
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
|
@ -108,11 +124,23 @@ void fp::window::init(int width, int height) {
|
|||
glfwSwapInterval(1);
|
||||
#endif
|
||||
|
||||
//glfwSwapInterval(1);
|
||||
|
||||
updateWindowViewport(width, height);
|
||||
|
||||
}
|
||||
|
||||
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
|
||||
mouse_pressed_frame = false;
|
||||
key_pressed_frame = false;
|
||||
|
@ -120,6 +148,11 @@ void fp::window::update() {
|
|||
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.
|
||||
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() {
|
||||
|
@ -158,3 +191,27 @@ bool fp::window::keyState() {
|
|||
void fp::window::setFOV(float 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