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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
~ | Switching to glm vectors
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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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@ -102,7 +102,7 @@ void Shader::checkCompileErrors(GLuint shader)
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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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