mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
~ | Switching to glm vectors
This commit is contained in:
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.objs/srcs/RT.o
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.objs/srcs/RT.o
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.objs/srcs/gl.o
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.objs/srcs/gl.o
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@ -24,7 +24,6 @@
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# include <iostream>
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# include "Camera.hpp"
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# include "Vector/Vector.hpp"
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# include "Window.hpp"
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# include "Shader.hpp"
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@ -26,7 +26,7 @@ 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 setupVertexBuffer(const glm::vec2* vertices, size_t size);
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void drawTriangles(size_t size);
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@ -34,7 +34,7 @@ class Shader
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// void setBool(const std::string &name, bool value) const;
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// void setInt(const std::string &name, int value) const;
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// void setFloat(const std::string &name, float value) const;
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void setVec2f(const std::string &name, const RT::Vec2f &value) const;
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void setVec2f(const std::string &name, const glm::vec2 &value) const;
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// void setVec3(const std::string &name, const RT::Vec3f &value) const;
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// void setVec4(const std::string &name, const RT::Vec4f &value) const;
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// void setMat4(const std::string &name, const RT::Mat4f &value) const;
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@ -1,38 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Vec2.hpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 17:16:11 by TheRed #+# #+# */
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/* Updated: 2024/10/13 17:16:11 by TheRed ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef RT_VEC2__HPP
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#define RT_VEC2__HPP
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# include "Vector/Vector.hpp"
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namespace RT
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{
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template<typename T>
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class Vec2 : public Vector<Vec2<T>, T, 2>
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{
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public:
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using Vector<Vec2<T>, T, 2>::Vector;
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constexpr Vec2(T x, T y)
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{
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this->data[0] = x;
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this->data[1] = y;
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}
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};
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using Vec2f = Vec2<float>;
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using Vec2d = Vec2<double>;
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using Vec2i = Vec2<int>;
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}
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#endif
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@ -1,49 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Vec3.hpp :+: :+: :+: */
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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 17:17:04 by TheRed #+# #+# */
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/* Updated: 2024/10/13 20:32:13 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef RT_VEC3__HPP
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# define RT_VEC3__HPP
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# include "Vector/Vector.hpp"
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# include <cmath>
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namespace RT
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{
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template<typename T>
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class Vec3 : public Vector<Vec3<T>, T, 3>
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{
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public:
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using Vector<Vec3<T>, T, 3>::Vector;
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constexpr Vec3(T x, T y, T z)
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{
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this->data[0] = x;
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this->data[1] = y;
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this->data[2] = z;
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}
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constexpr T Distance(const Vec3& other) const
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{
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T dx = this->data[0] - other.data[0];
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T dy = this->data[1] - other.data[1];
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T dz = this->data[2] - other.data[2];
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return std::sqrt(dx * dx + dy * dy + dz * dz);
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}
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};
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using Vec3f = Vec3<float>;
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using Vec3d = Vec3<double>;
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using Vec3i = Vec3<int>;
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}
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#endif
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@ -1,40 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Vec4.hpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 17:18:35 by TheRed #+# #+# */
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/* Updated: 2024/10/13 17:18:35 by TheRed ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef RT_VEC4__HPP
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# define RT_VEC4__HPP
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# include "Vector/Vector.hpp"
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namespace RT
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{
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template<typename T>
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class Vec4 : public Vector<Vec4<T>, T, 4>
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{
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public:
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using Vector<Vec4<T>, T, 4>::Vector;
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constexpr Vec4(T r, T g, T b, T a)
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{
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this->data[0] = r;
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this->data[1] = g;
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this->data[2] = b;
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this->data[3] = a;
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}
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};
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using Vec4f = Vec4<float>;
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using Vec4d = Vec4<double>;
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using Vec4i = Vec4<int>;
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}
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#endif
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@ -1,111 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Vector.hpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 17:13:03 by TheRed #+# #+# */
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/* Updated: 2024/10/13 17:13:03 by TheRed ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef RT_VECTOR__HPP
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#define RT_VECTOR__HPP
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#include <iostream>
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#include <array>
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namespace RT
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{
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template<typename Derived, typename T, std::size_t N>
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class Vector
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{
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public:
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std::array<T, N> data;
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constexpr Vector() { data.fill(0); }
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constexpr Vector(std::initializer_list<T> values) { std::copy(values.begin(), values.end(), data.begin()); }
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constexpr T& operator[](std::size_t i) { return data[i]; }
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constexpr const T& operator[](std::size_t i) const { return data[i]; }
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constexpr Derived operator+(const Vector& vec) const
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{
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Derived result;
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for (std::size_t i = 0; i < N; ++i)
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result[i] = data[i] + vec[i];
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return result;
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}
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constexpr Derived operator-(const Vector& vec) const
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{
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Derived result;
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for (std::size_t i = 0; i < N; ++i)
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result[i] = data[i] - vec[i];
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return result;
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}
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constexpr Derived operator*(T scalar) const
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{
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Derived result;
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for (std::size_t i = 0; i < N; ++i)
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result[i] = data[i] * scalar;
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return result;
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}
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constexpr Derived operator/(T scalar) const
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{
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Derived result;
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for (std::size_t i = 0; i < N; ++i)
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result[i] = data[i] / scalar;
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return result;
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}
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constexpr Derived& operator+=(const Vector& vec)
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{
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*this = *this + vec;
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return static_cast<Derived&>(*this);
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}
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constexpr Derived& operator-=(const Vector& vec)
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{
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*this = *this - vec;
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return static_cast<Derived&>(*this);
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}
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constexpr Derived& operator*=(const Vector& vec)
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{
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*this = *this * vec;
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return static_cast<Derived&>(*this);
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}
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constexpr Derived& operator/=(const Vector& vec)
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{
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*this = *this / vec;
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return static_cast<Derived&>(*this);
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}
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constexpr Derived& operator*=(T scalar)
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{
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*this = *this * scalar;
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return static_cast<Derived&>(*this);
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}
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constexpr Derived& operator/=(T scalar)
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{
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*this = *this / scalar;
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return static_cast<Derived&>(*this);
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}
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void print() const
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{
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std::cout << "Vec" << N << "(";
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for (std::size_t i = 0; i < N; ++i) {
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std::cout << data[i];
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if (i < N - 1) std::cout << ", ";
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}
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std::cout << ")" << std::endl;
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}
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};
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}
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#include "Vector/Vec2.hpp"
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#include "Vector/Vec3.hpp"
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#include "Vector/Vec4.hpp"
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#endif
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@ -19,14 +19,14 @@ int main(void)
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shader.attach();
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// RT::Vec2f vertices[6] = {
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// glm::vec2 vertices[6] = {
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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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RT::Vec2f vertices[3] = {
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glm::vec2 vertices[3] = {
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{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}
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};
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size_t size = sizeof(vertices) / sizeof(RT::Vec2f) / 3;
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size_t size = sizeof(vertices) / sizeof(glm::vec2) / 3;
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shader.setupVertexBuffer(vertices, size);
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@ -34,7 +34,7 @@ int main(void)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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shader.setVec2f("u_resolution", RT::Vec2f(WIDTH, HEIGHT));
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shader.setVec2f("u_resolution", glm::vec2(WIDTH, HEIGHT));
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glUseProgram(shader.getProgram());
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shader.drawTriangles(size);
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}
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}
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void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
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void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size)
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{
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glGenVertexArrays(1, &_screen_VAO);
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glGenBuffers(1, &_screen_VBO);
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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 * 3 * sizeof(RT::Vec2f), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(glm::vec2), 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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@ -126,7 +126,7 @@ void Shader::drawTriangles(size_t size)
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}
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void Shader::setVec2f(const std::string &name, const RT::Vec2f &value) const
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void Shader::setVec2f(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2f(glGetUniformLocation(_program, name.c_str()), value[0], value[1]);
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}
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@ -82,7 +82,6 @@ void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
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{
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win->camera->process_movement(xoffset, yoffset, true);
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glfwSetCursorPos(window, WIDTH / 2, HEIGHT / 2);
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// scene.frameCount = 0;
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}
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