495 lines
18 KiB
C++
495 lines
18 KiB
C++
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#include <iostream>
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#include <string>
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#include <fstream>
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#include <cmath>
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#include <initializer_list>
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#include <vector>
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#define GLEW_STATIC
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#include "GL/glew.h"
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#include "GLFW/glfw3.h"
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#include "SOIL/SOIL.h"
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#include "glm/gtc/type_ptr.hpp"
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#include "boost/property_tree/ptree.hpp"
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#include "boost/property_tree/json_parser.hpp"
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const int windowWidth = 800;
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const int windowHeight = 600;
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const float pi = 3.14159f;
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std::string readFile(const std::string& filePath) {
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std::ifstream file(filePath);
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auto result = std::string(
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std::istreambuf_iterator<char>(file),
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std::istreambuf_iterator<char>()
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);
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file.close();
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return result;
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}
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const GLuint loadShader(const GLenum& shaderType, const std::string& shaderFilePath) {
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const GLuint shader = glCreateShader(shaderType);
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auto shaderSource = readFile(shaderFilePath);
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auto shaderSourceC = shaderSource.c_str();
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glShaderSource(shader, 1, &shaderSourceC, nullptr);
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glCompileShader(shader);
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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std::cout << "Failed to compile shader: " << infoLog << std::endl;
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}
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return shader;
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}
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const GLuint linkShaderProgram(const std::initializer_list<std::pair<const GLenum, const std::string>>& shadersInfo) {
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const GLuint shaderProgram = glCreateProgram();
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for(const auto& shaderInfo: shadersInfo) {
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auto shader = loadShader(shaderInfo.first, shaderInfo.second);
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glAttachShader(shaderProgram, shader);
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glDeleteShader(shader);
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}
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glLinkProgram(shaderProgram);
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{
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GLint success;
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GLchar infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
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std::cout << "Failed to link shader program: " << infoLog << std::endl;
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}
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}
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return shaderProgram;
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}
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GLuint loadTexture(const std::string& textureFilePath) {
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int imageWidth, imageHeight;
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unsigned char *imageData = SOIL_load_image(
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textureFilePath.c_str(),
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&imageWidth, &imageHeight,
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nullptr, SOIL_LOAD_RGB
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);
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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SOIL_free_image_data(imageData);
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return texture;
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}
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auto cameraPosition = glm::vec3(0.0f, 0.0f, 512.0f);
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auto cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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auto cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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bool keyPressed[1024];
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void keyCallback(GLFWwindow* /* window */, int key, int /* scanCode */, int action, int /* mode */) {
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if(key == GLFW_KEY_W) {
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if(action == GLFW_PRESS) {
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keyPressed[GLFW_KEY_W] = true;
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} else if(action == GLFW_RELEASE) {
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keyPressed[GLFW_KEY_W] = false;
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}
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} else if(key == GLFW_KEY_S) {
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if(action == GLFW_PRESS) {
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keyPressed[GLFW_KEY_S] = true;
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} else if(action == GLFW_RELEASE) {
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keyPressed[GLFW_KEY_S] = false;
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}
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} else if(key == GLFW_KEY_A) {
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if(action == GLFW_PRESS) {
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keyPressed[GLFW_KEY_A] = true;
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} else if(action == GLFW_RELEASE) {
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keyPressed[GLFW_KEY_A] = false;
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}
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} else if(key == GLFW_KEY_D) {
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if(action == GLFW_PRESS) {
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keyPressed[GLFW_KEY_D] = true;
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} else if(action == GLFW_RELEASE) {
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keyPressed[GLFW_KEY_D] = false;
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}
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}
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}
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void moveCamera(double deltaTime) {
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float cameraSpeed = 1024.0f * static_cast<float>(deltaTime);
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if(keyPressed[GLFW_KEY_W]) {
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cameraPosition = cameraPosition + cameraSpeed * cameraFront;
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} else if(keyPressed[GLFW_KEY_S]) {
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cameraPosition = cameraPosition - cameraSpeed * cameraFront;
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} else if(keyPressed[GLFW_KEY_A]) {
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cameraPosition = cameraPosition - cameraSpeed * glm::normalize(glm::cross(cameraFront, cameraUp));
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} else if(keyPressed[GLFW_KEY_D]) {
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cameraPosition = cameraPosition + cameraSpeed * glm::normalize(glm::cross(cameraFront, cameraUp));
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}
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}
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float lastX = windowWidth / 2.0f, lastY = windowHeight / 2.0f;
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float yaw = -90.0f, pitch = 0.0f;
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bool firstMouse = false;
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void mouseCallback(GLFWwindow* /* window */, double x, double y) {
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auto xf = static_cast<float>(x);
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auto yf = static_cast<float>(y);
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if(!firstMouse) {
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lastX = xf; lastY = yf;
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firstMouse = true;
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}
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auto offsetX = xf - lastX, offsetY = lastY - yf;
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lastX = xf; lastY = yf;
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float sensivity = 0.05f;
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offsetX *= sensivity;
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offsetY *= sensivity;
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yaw += offsetX;
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pitch += offsetY;
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if(pitch > 89.0f) {
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pitch = 89.0f;
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} else if(pitch < -89.0f) {
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pitch = -89.0f;
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}
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glm::vec3 newCameraFront;
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newCameraFront.x = cosf(glm::radians(pitch)) * cosf(glm::radians(yaw));
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newCameraFront.y = sinf(glm::radians(pitch));
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newCameraFront.z = cosf(glm::radians(pitch)) * sinf(glm::radians(yaw));
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cameraFront = glm::normalize(newCameraFront);
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}
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const std::pair<const glm::vec3, const glm::vec3> findPlaneBasis(const glm::vec3& normal) {
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std::pair<glm::vec3, glm::vec3> result;
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glm::vec3 e0, e1;
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if(normal.z != 0.0f) {
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e0 = glm::normalize(glm::vec3(1.0f, 0.0f, -normal.x / normal.z));
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e1 = glm::vec3(0.0f, 1.0f, -normal.y / normal.z);
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} else if(normal.y != 0.0f) {
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e0 = glm::normalize(glm::vec3(1.0f, -normal.x / normal.y, 0.0f));
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e1 = glm::vec3(0.0f, -normal.z / normal.y, 1.0f);
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} else {
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e0 = glm::normalize(glm::vec3(-normal.y / normal.x, 1.0f, 0.0f));
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e1 = glm::vec3(-normal.z / normal.x, 0.0f, 1.0f);
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}
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e1 = glm::normalize(e1 - (glm::dot(e1, e0) / glm::dot(e0, e0)) * e0);
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result.first = e0;
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result.second = e1;
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return result;
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}
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const float radius = 8.0f;
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const float step = 100.0f;
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const float angle = pi / 6.0f;
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const size_t threadsCount = 3;
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const size_t verticesCount = 6;
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void bufferVertices(
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std::vector<GLfloat>& verticesBuffer,
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const glm::vec3& start,
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const glm::vec3& end,
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const glm::vec3& color
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) {
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auto direction = glm::normalize(end - start);
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size_t iterationsCount = glm::length(end - start) / step;
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if(iterationsCount == 0) {
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iterationsCount = 1;
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}
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auto adjustedStep = glm::length(end - start) / iterationsCount;
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auto e = findPlaneBasis(direction);
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std::vector<glm::vec3> threadCenters;
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std::vector<std::vector<glm::vec4>> threads;
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for(size_t i = 0; i < threadsCount; i++) {
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const auto iPhase = i * 2 * pi / threadsCount;
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const glm::vec3 threadCenter = radius * (e.first * cosf(iPhase) + e.second * sinf(iPhase));
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std::vector<glm::vec4> vertices;
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for(size_t j = 0; j < verticesCount; j++) {
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const auto jPhase = j * 2 * pi / verticesCount;
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const glm::vec3 vertex = threadCenter + radius * (e.first * cosf(jPhase) + e.second * sinf(jPhase));
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vertices.emplace_back(glm::vec4(vertex.x, vertex.y, vertex.z, 1.0f));
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}
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threadCenters.emplace_back(threadCenter);
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threads.emplace_back(vertices);
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}
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auto transform = glm::mat4(1.0f);
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transform = glm::rotate(transform, angle, direction);
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transform = glm::translate(transform, adjustedStep * direction);
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auto p = [&verticesBuffer] (const GLfloat& value) mutable {verticesBuffer.push_back(value);};
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auto v = [&p] (const glm::vec3& vector) mutable {p(vector.x); p(vector.y); p(vector.z);};
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auto st = [&p] (const GLfloat& s, const GLfloat& t) mutable {p(s); p(t);};
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auto n = v;
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auto c = v;
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for(size_t i = 0; i < iterationsCount; i++) {
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std::vector<std::vector<glm::vec4>> newThreads;
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for(size_t j = 0; j < threadsCount; j++) {
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auto vertices = threads[j];
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std::vector<glm::vec4> newVertices;
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for(size_t k = 0; k < verticesCount; k++) {
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newVertices.push_back(transform * vertices[k]);
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}
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newThreads.push_back(newVertices);
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auto threadCenter = threadCenters[j];
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auto threadCenter4 = glm::vec4(threadCenter.x, threadCenter.y, threadCenter.z, 1.0f);
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auto newThreadCenter4 = transform * threadCenter4;
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auto newThreadCenter = glm::vec3(newThreadCenter4.x, newThreadCenter4.y, newThreadCenter4.z);
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threadCenters[j] = newThreadCenter;
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for(size_t k = 0; k < verticesCount; k++) {
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size_t k1 = (k + 1) % verticesCount;
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auto vk = glm::vec3(vertices[k].x, vertices[k].y, vertices[k].z);
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auto vk1 = glm::vec3(vertices[k1].x, vertices[k1].y, vertices[k1].z);
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auto nvk = glm::vec3(newVertices[k].x, newVertices[k].y, newVertices[k].z);
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auto nvk1 = glm::vec3(newVertices[k1].x, newVertices[k1].y, newVertices[k1].z);
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v(start + vk); n(vk - threadCenter); st(0.1f, 0.1f); c(color);
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v(start + vk1); n(vk1 - threadCenter); st(0.2f, 0.1f); c(color);
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v(start + nvk); n(nvk - newThreadCenter); st(0.1f, 0.2f); c(color);
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v(start + vk1); n(vk1 - threadCenter); st(0.2f, 0.1f); c(color);
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v(start + nvk1); n(nvk1 - newThreadCenter); st(0.2f, 0.2f); c(color);
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v(start + nvk); n(nvk - newThreadCenter); st(0.1f, 0.2f); c(color);
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}
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}
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threads = newThreads;
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}
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};
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int main() {
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if(glfwInit() != GLFW_TRUE) {
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std::cout << "Failed to initialize glfw." << std::endl;
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return -1;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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GLFWwindow* window = glfwCreateWindow(windowWidth, windowHeight, "gl", nullptr, nullptr);
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if(window == nullptr) {
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std::cout << "Failed to create window." << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetKeyCallback(window, keyCallback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouseCallback);
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glewExperimental = GL_TRUE;
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if(glewInit() != GLEW_OK) {
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std::cout << "Failed to initialize glew." << std::endl;
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glfwTerminate();
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return -1;
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}
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int frameBufferWidth, frameBufferHeight;
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glfwGetFramebufferSize(window, &frameBufferWidth, &frameBufferHeight);
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glViewport(0, 0, frameBufferWidth, frameBufferHeight);
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auto shaderProgram = linkShaderProgram({
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{GL_VERTEX_SHADER, "../resources/shader.vertex"},
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{GL_FRAGMENT_SHADER, "../resources/shader.fragment"}
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});
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auto texture = loadTexture("../resources/wooden-container.jpg");
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GLfloat vertices[] = {
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// position, texture coordinates
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-2048.0f, -2048.0f, 0.0f, 0.0f, 0.0f,
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2048.0f, -2048.0f, 0.0f, 1.0f, 0.0f,
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2048.0f, 2048.0f, 0.0f, 1.0f, 1.0f,
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2048.0f, 2048.0f, 0.0f, 1.0f, 1.0f,
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-2048.0f, 2048.0f, 0.0f, 0.0f, 1.0f,
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-2048.0f, -2048.0f, 0.0f, 0.0f, 0.0f
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};
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GLuint vertexArrayObject;
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glGenVertexArrays(1, &vertexArrayObject);
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GLuint vertexBufferObject;
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glGenBuffers(1, &vertexBufferObject);
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glBindVertexArray(vertexArrayObject);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(0 * sizeof(GLfloat)));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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// threads
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auto threadShaderProgram = linkShaderProgram({
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{GL_VERTEX_SHADER, "../resources/thread.vertex"},
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{GL_FRAGMENT_SHADER, "../resources/thread.fragment"}
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});
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auto threadTexture = loadTexture("../resources/fabric.jpg");
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boost::property_tree::ptree root;
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glfwSetWindowTitle(window, "parsing lines.json...");
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boost::property_tree::read_json("../resources/lines100500.json", root);
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size_t linesCount = 0;
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for(const auto& line: root.get_child("lines")) {
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linesCount++;
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}
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std::vector<GLfloat> verticesBuffer;
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size_t lineIndex = 0;
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for(const auto& line: root.get_child("lines")) {
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std::vector<int> startPosition;
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std::vector<int> endPosition;
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std::vector<float> color;
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for(const auto& value: line.second.get_child("start")) {
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startPosition.push_back(value.second.get_value<int>());
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}
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for(const auto& value: line.second.get_child("end")) {
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endPosition.push_back(value.second.get_value<int>());
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}
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for(const auto& value: line.second.get_child("color")) {
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color.push_back(value.second.get_value<float>());
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}
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if(startPosition[0] != endPosition[0] || startPosition[1] != endPosition[1]) {
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bufferVertices(
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verticesBuffer,
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glm::vec3(
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static_cast<float>(startPosition[0]) / 2.0f,
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static_cast<float>(startPosition[1]) / 2.0f,
|
||
|
lineIndex * 0.0025f
|
||
|
),
|
||
|
glm::vec3(
|
||
|
static_cast<float>(endPosition[0]) / 2.0f,
|
||
|
static_cast<float>(endPosition[1]) / 2.0f,
|
||
|
lineIndex * 0.0025f
|
||
|
),
|
||
|
glm::vec3(color[0], color[1], color[2])
|
||
|
);
|
||
|
}
|
||
|
|
||
|
lineIndex++;
|
||
|
std::stringstream progressString;
|
||
|
progressString << "loading " << lineIndex << "/" << linesCount;
|
||
|
glfwSetWindowTitle(window, progressString.str().c_str());
|
||
|
}
|
||
|
|
||
|
GLuint threadVAO;
|
||
|
glGenVertexArrays(1, &threadVAO);
|
||
|
GLuint threadVBO;
|
||
|
glGenBuffers(1, &threadVBO);
|
||
|
|
||
|
glBindVertexArray(threadVAO);
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, threadVBO);
|
||
|
glBufferData(GL_ARRAY_BUFFER, verticesBuffer.size() * sizeof(GLfloat), verticesBuffer.data(), GL_STATIC_DRAW);
|
||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(0 * sizeof(GLfloat)));
|
||
|
glEnableVertexAttribArray(0);
|
||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||
|
glEnableVertexAttribArray(1);
|
||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||
|
glEnableVertexAttribArray(2);
|
||
|
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(8 * sizeof(GLfloat)));
|
||
|
glEnableVertexAttribArray(3);
|
||
|
glBindVertexArray(0);
|
||
|
|
||
|
auto threadModelTransform = glm::mat4(1.0f);
|
||
|
threadModelTransform = glm::translate(threadModelTransform, glm::vec3(0.0f, 0.0f, 100.0f));
|
||
|
auto projectionTransform = glm::infinitePerspective(
|
||
|
glm::radians(45.0f),
|
||
|
static_cast<float>(frameBufferWidth) / static_cast<float>(frameBufferHeight),
|
||
|
0.1f
|
||
|
);
|
||
|
double lastTime = 0.0f;
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
|
while(!glfwWindowShouldClose(window)) {
|
||
|
glfwPollEvents();
|
||
|
|
||
|
double currentTime = glfwGetTime();
|
||
|
double deltaTime = currentTime - lastTime;
|
||
|
lastTime = currentTime;
|
||
|
moveCamera(deltaTime);
|
||
|
auto viewTransform = glm::lookAt(
|
||
|
cameraPosition,
|
||
|
cameraPosition + cameraFront,
|
||
|
cameraUp
|
||
|
);
|
||
|
|
||
|
glfwSetWindowTitle(window, std::to_string(static_cast<size_t>(1.0 / deltaTime)).c_str());
|
||
|
|
||
|
glClearColor(0.5f, 0.5f, 1.0f, 1.0f);
|
||
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||
|
|
||
|
glUseProgram(shaderProgram);
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||
|
glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0);
|
||
|
glUniformMatrix4fv(
|
||
|
glGetUniformLocation(shaderProgram, "modelTransform"),
|
||
|
1,
|
||
|
GL_FALSE,
|
||
|
glm::value_ptr(glm::mat4(1.0f))
|
||
|
);
|
||
|
glUniformMatrix4fv(
|
||
|
glGetUniformLocation(shaderProgram, "viewTransform"),
|
||
|
1,
|
||
|
GL_FALSE,
|
||
|
glm::value_ptr(viewTransform)
|
||
|
);
|
||
|
glUniformMatrix4fv(
|
||
|
glGetUniformLocation(shaderProgram, "projectionTransform"),
|
||
|
1,
|
||
|
GL_FALSE,
|
||
|
glm::value_ptr(projectionTransform)
|
||
|
);
|
||
|
glBindVertexArray(vertexArrayObject);
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
glBindVertexArray(0);
|
||
|
|
||
|
glUseProgram(threadShaderProgram);
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, threadTexture);
|
||
|
glUniform1i(glGetUniformLocation(threadShaderProgram, "sampler"), 0);
|
||
|
glUniformMatrix4fv(
|
||
|
glGetUniformLocation(threadShaderProgram, "modelTransform"),
|
||
|
1,
|
||
|
GL_FALSE,
|
||
|
glm::value_ptr(threadModelTransform)
|
||
|
);
|
||
|
glUniformMatrix4fv(
|
||
|
glGetUniformLocation(threadShaderProgram, "viewTransform"),
|
||
|
1,
|
||
|
GL_FALSE,
|
||
|
glm::value_ptr(viewTransform)
|
||
|
);
|
||
|
glUniformMatrix4fv(
|
||
|
glGetUniformLocation(threadShaderProgram, "projectionTransform"),
|
||
|
1,
|
||
|
GL_FALSE,
|
||
|
glm::value_ptr(projectionTransform)
|
||
|
);
|
||
|
glBindVertexArray(threadVAO);
|
||
|
glDrawArrays(GL_TRIANGLES, 0, verticesBuffer.size());
|
||
|
glBindVertexArray(0);
|
||
|
|
||
|
glfwSwapBuffers(window);
|
||
|
}
|
||
|
|
||
|
glfwTerminate();
|
||
|
return 0;
|
||
|
}
|