mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | First sphere
This commit is contained in:
119
LMakefile
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119
LMakefile
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@ -0,0 +1,119 @@
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# **************************************************************************** #
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# #
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# ::: :::::::: #
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# Makefile :+: :+: :+: #
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# +:+ +:+ +:+ #
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# By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ #
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# +#+#+#+#+#+ +#+ #
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# Created: 2024/10/13 19:39:57 by ycontre #+# #+# #
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# Updated: 2024/10/14 19:31:54 by ycontre ### ########.fr #
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# #
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# **************************************************************************** #
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BLACK = \033[30;49;3m
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RED = \033[31;49;3m
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GREEN = \033[32;49;3m
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YELLOW = \033[33;49;3m
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BLUE = \033[34;49;3m
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MAGENTA = \033[35;49;3m
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CYAN = \033[36;49;3m
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WHITE = \033[37;49;3m
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BBLACK = \033[30;49;3;1m
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BRED = \033[31;49;3;1m
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BGREEN = \033[32;49;3;1m
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BYELLOW = \033[33;49;3;1m
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BBLUE = \033[34;49;3;1m
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BMAGENTA = \033[35;49;3;1m
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BCYAN = \033[36;49;3;1m
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BWHITE = \033[37;49;3;1m
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RESET = \033[0m
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LINE_CLR = \33[2K\r
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FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)
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CMP = 1
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NAME := RT
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SRCS_DIR := srcs
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OBJS_DIR := .objs
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ASSETS_DIR := assets
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SRC_ASSETS_DIR := assets_src
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ALL_SRCS := RT.cpp gl.cpp \
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Window.cpp Shader.cpp \
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SRCS := $(ALL_SRCS:%=$(SRCS_DIR)/%)
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OBJS := $(addprefix $(OBJS_DIR)/, $(SRCS:%.cpp=%.o))
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HEADERS := includes/RT.hpp
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CC := clang -Wextra -Werror -Wall
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CFLAGS := -Ofast
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LDFLAGS := -lglfw -lstdc++
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IFLAGS := -I ./includes
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RM := rm -rf
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MAKEFLAGS += --no-print-directory
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DIR_DUP = mkdir -p $(@D)
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# RULES ********************************************************************** #
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all: $(NAME)
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bonus: all
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$(NAME): $(OBJS) $(HEADERS) $(ASSETS)
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@$(CC) $(LDFLAGS) $(CFLAGS) $(IFLAGS) $(OBJS) -o $(NAME)
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@printf "$(LINE_CLR)$(BWHITE) $(NAME): PROJECT COMPILED !$(RESET)\n\n"
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$(OBJS_DIR)/%.o: %.cpp
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@$(DIR_DUP)
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@if [ $(CMP) -eq '1' ]; then \
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printf "\n"; \
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fi;
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@printf "$(LINE_CLR)$(WHITE) $(NAME): $(CMP)/$(FILE) $(BWHITE)$<$(RESET) $(GREEN)compiling...$(RESET)"
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@$(CC) $(CFLAGS) $(IFLAGS) -o $@ -c $^
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@$(eval CMP=$(shell echo $$(($(CMP)+1))))
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@if [ $(CMP) -gt $(FILE) ]; then \
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printf "$(LINE_CLR)$(WHITE) $(NAME): $$(($(CMP)-1))/$(FILE)\n$(LINE_CLR)$(BGREEN) Compilation done !$(RESET)\n"; \
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fi \
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clean:
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@$(RM) $(OBJS)
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dclean: clean
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@$(RM) $(OBJS_DIR)
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fclean: dclean
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@printf " $(BWHITE)$(NAME):$(BRED) cleaned.$(RESET)\n"
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@$(RM) $(NAME)
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mfclean: dclean
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@$(RM) $(NAME)
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mre:
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@$(MAKE) mfclean
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@$(MAKE) all
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re:
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@$(MAKE) fclean
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@$(MAKE) all
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# **************************************************************************** #
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.PHONY: all clean fclean dclean re bonus
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109
Makefile
109
Makefile
@ -1,123 +1,74 @@
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# **************************************************************************** #
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# #
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# ::: :::::::: #
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# Makefile :+: :+: :+: #
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# WMakefile :+: :+: :+: #
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# +:+ +:+ +:+ #
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# By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ #
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# By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ #
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# +#+#+#+#+#+ +#+ #
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# Created: 2024/10/13 19:39:57 by ycontre #+# #+# #
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# Updated: 2024/10/14 19:31:54 by ycontre ### ########.fr #
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# Created: 2024/10/14 22:33:37 by TheRed #+# #+# #
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# Updated: 2024/10/14 22:33:37 by TheRed ### ########.fr #
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# #
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# **************************************************************************** #
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BLACK = \033[30;49;3m
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RED = \033[31;49;3m
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GREEN = \033[32;49;3m
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YELLOW = \033[33;49;3m
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BLUE = \033[34;49;3m
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MAGENTA = \033[35;49;3m
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CYAN = \033[36;49;3m
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WHITE = \033[37;49;3m
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BLACK = [90m
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RED = [91m
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GREEN = [92m
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YELLOW = [93m
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BLUE = [94m
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MAGENTA = [95m
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CYAN = [96m
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WHITE = [97m
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BBLACK = \033[30;49;3;1m
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BRED = \033[31;49;3;1m
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BGREEN = \033[32;49;3;1m
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BYELLOW = \033[33;49;3;1m
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BBLUE = \033[34;49;3;1m
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BMAGENTA = \033[35;49;3;1m
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BCYAN = \033[36;49;3;1m
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BWHITE = \033[37;49;3;1m
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||||
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RESET = \033[0m
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RESET = [0m
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LINE_CLR = \33[2K\r
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FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)
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CMP = 1
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NAME := RT
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SRCS_DIR := srcs
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OBJS_DIR := .objs
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ASSETS_DIR := assets
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SRC_ASSETS_DIR := assets_src
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ALL_SRCS := RT.cpp gl.cpp \
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ALL_SRCS := RT.cpp gl.cpp \
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Window.cpp Shader.cpp \
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SRCS := $(ALL_SRCS:%=$(SRCS_DIR)/%)
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OBJS := $(addprefix $(OBJS_DIR)/, $(SRCS:%.cpp=%.o))
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HEADERS := includes/RT.hpp
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CC := g++
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CC := clang -Wextra -Werror -Wall
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IFLAGS := -Ofast -I./includes -L./lib -lglfw3 -lopengl32 -lgdi32 -lcglm
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CFLAGS := -Ofast
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LDFLAGS := -lglfw -lstdc++
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IFLAGS := -I ./includes
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RM := rm -rf
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RM := del /f /s /q
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MAKEFLAGS += --no-print-directory
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DIR_DUP = mkdir -p $(@D)
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DIR_DUP = if not exist "$(@D)" mkdir "$(@D)"
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# RULES ********************************************************************** #
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all: $(NAME)
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bonus: all
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||||
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||||
$(NAME): $(OBJS) $(HEADERS) $(ASSETS)
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@$(CC) $(LDFLAGS) $(CFLAGS) $(IFLAGS) $(OBJS) -o $(NAME)
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@printf "$(LINE_CLR)$(BWHITE) $(NAME): PROJECT COMPILED !$(RESET)\n\n"
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$(NAME): $(OBJS) $(HEADERS)
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@$(CC) -o $(NAME) $(OBJS) $(IFLAGS)
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@echo $(WHITE) $(NAME): PROJECT COMPILED !$(RESET) & echo:
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$(OBJS_DIR)/%.o: %.cpp
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@$(DIR_DUP)
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@if [ $(CMP) -eq '1' ]; then \
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printf "\n"; \
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fi;
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@printf "$(LINE_CLR)$(WHITE) $(NAME): $(CMP)/$(FILE) $(BWHITE)$<$(RESET) $(GREEN)compiling...$(RESET)"
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@$(CC) $(CFLAGS) $(IFLAGS) -o $@ -c $^
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@$(eval CMP=$(shell echo $$(($(CMP)+1))))
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@if [ $(CMP) -gt $(FILE) ]; then \
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printf "$(LINE_CLR)$(WHITE) $(NAME): $$(($(CMP)-1))/$(FILE)\n$(LINE_CLR)$(BGREEN) Compilation done !$(RESET)\n"; \
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fi \
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@echo $(WHITE) $(NAME): $(WHITE)$<$(RESET) $(GREEN)compiling...$(RESET)
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@$(CC) -c $^ $(IFLAGS) -o $@
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clean:
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@$(RM) $(OBJS)
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dclean: clean
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@$(RM) $(OBJS_DIR)
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fclean: dclean
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@make --quiet clean -C ${MINILIB_DIR}
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@printf " $(BWHITE)$(NAME):$(BRED) cleaned.$(RESET)\n"
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@$(RM) $(NAME)
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@make -C $(LFT_DIR) fclean
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@killall convert 2>/dev/null > /dev/null|| true && \
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sleep 0.5 && rm -rf $(ASSETS_DIR)&
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mfclean: dclean
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@$(RM) $(NAME)
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mre:
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@make mfclean
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@make all
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fclean:
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@echo $(WHITE)$(NAME):$(RED) cleaned.$(RESET)
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@del /f /s /q $(NAME).exe
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@rmdir /S /Q "$(OBJS_DIR)"
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re:
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@make fclean
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@make all
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# **************************************************************************** #
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@$(MAKE) fclean
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@$(MAKE) all
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.PHONY: all clean fclean dclean re bonus
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@ -27,7 +27,7 @@ class Shader
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// void compile(const char *vertexSource, const char *fragmentSource);
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void attach(void);
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void setupVertexBuffer(const RT::Vec2f* vertices, size_t size);
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void drawTriangles(void);
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void drawTriangles(size_t size);
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@ -18,7 +18,7 @@
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class Window
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{
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public:
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Window(void);
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Window(int width, int height, const char *title, int sleep);
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Window(Window const &src);
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~Window(void);
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75
shaders/frag.frag
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75
shaders/frag.frag
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#version 430 core
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out vec4 FragColor;
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uniform vec2 u_resolution;
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vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
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float sphereRadius = 1.0;
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vec3 lightPos = vec3(5.0, 5.0, 5.0);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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vec3 objectColor = vec3(0.4, 0.7, 0.9);
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struct Ray {
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vec3 origin;
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vec3 direction;
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};
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bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
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vec3 oc = ray.origin - center;
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float a = dot(ray.direction, ray.direction);
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float b = 2.0 * dot(oc, ray.direction);
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float c = dot(oc, oc) - radius * radius;
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float discriminant = b * b - 4.0 * a * c;
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if (discriminant < 0.0) {
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return false;
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} else {
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t = (-b - sqrt(discriminant)) / (2.0 * a);
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return true;
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}
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}
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vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
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vec3 lightDir = normalize(lightPos - point);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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return objectColor * diffuse;
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}
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void main()
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{
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vec2 uv;
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vec4 color;
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uv = gl_FragCoord.xy / u_resolution.xy * 2.0 - 1.0;
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uv.x *= u_resolution.x / u_resolution.y;
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vec3 rayOrigin = vec3(0.0, 0.0, 0.0);
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vec3 rayDirection = normalize(vec3(uv, -1.0));
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Ray ray = Ray(rayOrigin, rayDirection);
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float t;
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if (intersectSphere(ray, sphereCenter, sphereRadius, t))
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{
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vec3 hitPoint = ray.origin + t * ray.direction;
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vec3 normal = normalize(hitPoint - sphereCenter);
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vec3 viewDir = normalize(-ray.direction);
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vec3 color = computeLighting(hitPoint, normal, viewDir);
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FragColor = vec4(color, 1.0);
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} else {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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@ -1,17 +0,0 @@
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#version 430 core
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out vec4 FragColor;
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uniform vec2 u_resolution;
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void main()
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{
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vec2 uv;
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vec4 color;
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uv = gl_FragCoord.xy / u_resolution.xy;
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uv.x *= u_resolution.x / u_resolution.y;
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color = vec4(uv.x, uv.y, 0., 0.);
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FragColor = color;
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}
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@ -14,8 +14,8 @@
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int main(void)
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{
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Window window;
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Shader shader("shaders/vertex.glsl", "shaders/frag.glsl");
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Window window(WIDTH, HEIGHT, "RT_GPU", 1);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag");
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shader.attach();
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@ -23,8 +23,9 @@ int main(void)
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{ -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
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{ 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
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};
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size_t size = sizeof(vertices) / sizeof(RT::Vec2f) / 3;
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shader.setupVertexBuffer(vertices, sizeof(vertices));
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shader.setupVertexBuffer(vertices, size);
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while (!window.shouldClose())
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{
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@ -33,7 +34,7 @@ int main(void)
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shader.setVec2f("u_resolution", RT::Vec2f(WIDTH, HEIGHT));
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glUseProgram(shader.getProgram());
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shader.drawTriangles();
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shader.drawTriangles(size);
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window.display();
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window.pollEvents();
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|
@ -110,7 +110,7 @@ void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
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glBindVertexArray(_screen_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
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glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(RT::Vec2f), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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@ -119,10 +119,10 @@ void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
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glBindVertexArray(0);
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}
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void Shader::drawTriangles(void)
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void Shader::drawTriangles(size_t size)
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{
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glBindVertexArray(_screen_VAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawArrays(GL_TRIANGLES, 0, size * 3);
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}
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|
@ -12,7 +12,7 @@
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#include "Window.hpp"
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Window::Window(void)
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Window::Window(int width, int height, const char *title, int sleep)
|
||||
{
|
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if (!glfwInit())
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{
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@ -24,8 +24,8 @@ Window::Window(void)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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_window = glfwCreateWindow(WIDTH, HEIGHT, "RT_GPU", NULL, NULL);
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if (!_window )
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_window = glfwCreateWindow(width, height, title, NULL, NULL);
|
||||
if (!_window)
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{
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fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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glfwTerminate();
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@ -40,7 +40,7 @@ Window::Window(void)
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glfwSetMouseButtonCallback(_window, mouseButtonCallback);
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(1);
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glfwSwapInterval(sleep);
|
||||
}
|
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Window::Window(Window const &src)
|
||||
{
|
||||
|
Reference in New Issue
Block a user