remove rotating cube demo; add TextShader class
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d776f1a209
commit
27e16bc568
36
cube.f.glsl
36
cube.f.glsl
@ -1,36 +0,0 @@
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uniform vec4 ambient, specular;
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uniform float shininess;
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uniform sampler2D tex;
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varying vec3 pos_i;
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varying vec3 normal_i;
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varying vec2 tex_coord_i;
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void main(void)
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{
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vec3 n, lightDir;
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vec4 color;
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float NdotL, RdotEye;
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lightDir = normalize(vec3(-0.1, 0, -0.9));
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vec4 texture_color = texture2D(tex, tex_coord_i);
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color = texture_color * ambient; /* ambient light */
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n = normalize(normal_i);
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NdotL = dot(n, -lightDir);
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if (NdotL > 0.0)
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{
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/* diffuse component */
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color += texture_color * NdotL;
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/* specular component */
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RdotEye = dot(normalize(-pos_i), normalize(reflect(-lightDir, n)));
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if (RdotEye > 0.0)
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{
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color += clamp(specular * pow(RdotEye, shininess), 0.0, 1.0);
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}
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}
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gl_FragColor = color;
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}
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19
cube.v.glsl
19
cube.v.glsl
@ -1,19 +0,0 @@
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uniform mat4 projection;
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uniform mat4 modelview;
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attribute vec3 pos;
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attribute vec3 normal;
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attribute vec2 tex_coord;
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varying vec3 pos_i;
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varying vec3 normal_i;
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varying vec2 tex_coord_i;
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void main(void)
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{
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = gl_Position.xyz;
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tex_coord_i = tex_coord;
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normal_i = (modelview * vec4(normal, 0)).xyz;
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}
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14
src/TextShader.cc
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14
src/TextShader.cc
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@ -0,0 +1,14 @@
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#include "TextShader.h"
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TextShader::TextShader()
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{
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m_program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "text.v.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "text.f.glsl"),
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"coords", 0);
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m_uniforms.viewport_size = m_program->get_uniform_location("viewport_size");
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m_uniforms.texture = m_program->get_uniform_location("texture");
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m_uniforms.color = m_program->get_uniform_location("color");
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m_uniforms.position = m_program->get_uniform_location("position");
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}
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46
src/TextShader.h
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46
src/TextShader.h
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@ -0,0 +1,46 @@
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#ifndef TEXTSHADER_H
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#define TEXTSHADER_H
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#include "glcxx.hpp"
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#include <memory>
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class TextShader
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{
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public:
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TextShader();
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void use() { m_program->use(); }
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void set_viewport_size(int width, int height)
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{
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glUniform2i(m_uniforms.viewport_size, width, height);
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}
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void set_texture(int texture)
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{
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glUniform1i(m_uniforms.texture, texture);
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}
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void set_color(float r, float g, float b, float a)
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{
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glUniform4f(m_uniforms.color, r, g, b, a);
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}
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void set_position(int x, int y)
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{
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glUniform2i(m_uniforms.position, x, y);
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}
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protected:
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std::shared_ptr<glcxx::Program> m_program;
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struct
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{
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GLint viewport_size;
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GLint texture;
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GLint color;
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GLint position;
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} m_uniforms;
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};
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#endif
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134
src/main.cc
134
src/main.cc
@ -3,27 +3,11 @@
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#include "glcxx.hpp"
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#include "GL3/gl3w.h"
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#include <iostream>
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#include "TextShader.h"
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using namespace std;
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std::shared_ptr<glcxx::Program> program;
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std::shared_ptr<glcxx::Buffer> cube_buffer;
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std::shared_ptr<glcxx::Array> cube_array;
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static struct
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{
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GLint ambient;
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GLint specular;
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GLint shininess;
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GLint tex;
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GLint projection;
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GLint modelview;
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} uniforms;
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glm::mat4 modelview;
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glm::mat4 projection;
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std::shared_ptr<glcxx::Texture> texture;
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GLubyte texture_data[16][16][4];
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std::shared_ptr<TextShader> text_shader;
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#define WIDTH 800
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#define HEIGHT 800
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@ -31,7 +15,6 @@ GLubyte texture_data[16][16][4];
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bool init(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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#if 0
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glEnable(GL_BLEND);
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@ -40,63 +23,10 @@ bool init(void)
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glViewport(0, 0, WIDTH, HEIGHT);
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try
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{
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program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "cube.v.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "cube.f.glsl"),
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"position", 0,
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"normal", 1,
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"tex_coord", 2);
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uniforms.ambient = program->get_uniform_location("ambient");
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uniforms.specular = program->get_uniform_location("specular");
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uniforms.shininess = program->get_uniform_location("shininess");
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uniforms.tex = program->get_uniform_location("tex");
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uniforms.projection = program->get_uniform_location("projection");
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uniforms.modelview = program->get_uniform_location("modelview");
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cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{-1, -1, 1, 0, 0, 1, 0, 0,
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1, -1, 1, 0, 0, 1, 1, 0,
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1, 1, 1, 0, 0, 1, 1, 1,
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-1, 1, 1, 0, 0, 1, 0, 1});
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cube_array = glcxx::Array::create();
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cube_array->bind();
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cube_buffer->bind();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), NULL);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
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projection = glm::perspective((float)(60.0 * M_PI / 180.0), (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
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for (int i = 0; i < 16; i++)
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{
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for (int j = 0; j < 16; j++)
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{
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if (((j / 2) & 1) == ((i / 2) & 1))
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{
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texture_data[i][j][0] = 255;
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texture_data[i][j][1] = 255;
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texture_data[i][j][2] = 255;
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texture_data[i][j][3] = 255;
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}
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else
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{
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texture_data[i][j][0] = 100;
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texture_data[i][j][1] = 100;
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texture_data[i][j][2] = 100;
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texture_data[i][j][3] = 100;
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}
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}
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}
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texture = glcxx::Texture::create();
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glActiveTexture(GL_TEXTURE0);
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texture->bind(GL_TEXTURE_2D);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texture_data[0][0][0]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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text_shader = std::make_shared<TextShader>();
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text_shader->use();
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text_shader->set_texture(0);
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text_shader->set_viewport_size(WIDTH, HEIGHT);
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}
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catch (glcxx::Error & e)
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{
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@ -106,59 +36,9 @@ bool init(void)
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return true;
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}
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static void draw_cube()
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{
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static const struct
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{
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int counts;
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float axis[3];
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} rotations[] = {
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{0, {0, 0, 0}},
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{1, {1, 0, 0}},
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{2, {1, 0, 0}},
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{3, {1, 0, 0}},
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{1, {0, 1, 0}},
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{3, {0, 1, 0}},
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};
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glm::mat4 modelview_backup = modelview;
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program->use();
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cube_array->bind();
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glUniform4f(uniforms.ambient, 0.2, 0.2, 0.2, 0.2);
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glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(uniforms.shininess, 150.0);
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glUniform1i(uniforms.tex, 0);
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glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
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for (unsigned int i = 0; i < sizeof(rotations) / sizeof(rotations[0]); i++)
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{
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if (rotations[i].counts > 0)
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{
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modelview = glm::rotate(modelview_backup,
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(float)(M_PI / 2.0 * rotations[i].counts),
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glm::vec3(rotations[i].axis[0],
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rotations[i].axis[1],
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rotations[i].axis[2]));
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}
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glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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modelview = modelview_backup;
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}
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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modelview = glm::lookAt(glm::vec3(-1, -8, 7),
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 1));
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modelview = glm::rotate(modelview, (float)(SDL_GetTicks() / 1000.0), glm::vec3(0, 0, 1));
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modelview = glm::translate(modelview, glm::vec3(3, 0, 0));
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draw_cube();
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapWindow(window);
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}
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15
text.f.glsl
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15
text.f.glsl
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#version 130
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/* Texture coordinate: s, t */
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in vec2 texture_coord_v;
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/* Texture unit */
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uniform sampler2D texture;
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uniform vec4 color;
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out vec4 frag_color;
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void main(void)
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{
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frag_color = vec4(1, 1, 1, texture2D(texture, texture_coord_v).a) * color;
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}
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27
text.v.glsl
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27
text.v.glsl
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#version 130
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/* Viewport width and height */
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uniform ivec2 viewport_size;
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/* Position of lower left corner of glyph */
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uniform ivec2 position;
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/* Vertex coordinates: x, y, s, t */
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in vec4 coords;
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/* Output texture coordinate: s, t */
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out vec2 texture_coord_v;
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/**
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* Map coordinates such that:
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* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
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*/
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vec2 map_to_screen(vec2 position)
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{
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return 2.0 * position / viewport_size - 1.0;
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}
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void main(void)
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{
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gl_Position = vec4(map_to_screen(vec2(position) + coords.xy), 0, 1);
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texture_coord_v = coords.zw;
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}
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