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https://github.com/Relintai/sfw.git
synced 2024-11-08 07:52:09 +01:00
3d camera test render setup.
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parent
0d52245e20
commit
97841ab135
@ -53,6 +53,7 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/obje
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/sprite.cpp -o sfw/application/sprite.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/tile_map.cpp -o sfw/application/tile_map.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/texture.cpp -o sfw/application/texture.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/mesh_utils.cpp -o sfw/application/mesh_utils.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c game_scene.cpp -o game_scene.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c main.cpp -o main.o
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@ -67,6 +68,7 @@ ccache g++ -Wall -lm -ldl -lpthread -lX11 -D_REENTRANT -g sfw/aabb.o sfw/basis.
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sfw/application/shader.o sfw/application/material.o sfw/application/mesh.o \
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sfw/application/camera.o sfw/application/mesh_instance.o sfw/application/object_2d.o \
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sfw/application/sprite.o sfw/application/tile_map.o sfw/application/texture.o \
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sfw/application/mesh_utils.o \
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game_scene.o main.o \
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-o game
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@ -4,6 +4,7 @@
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#include "3rd_glad.h"
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#include "memory.h"
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#include "mesh_utils.h"
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void GameScene::event() {
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/*
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@ -98,6 +99,12 @@ void GameScene::render() {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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static float rot = 0;
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camera->camera_transform.basis = Basis(Vector3(0, 1, 0), rot);
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rot += 0.01;
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camera->bind();
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//tile_map->render();
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@ -105,9 +112,10 @@ void GameScene::render() {
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//sprite->render();
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//material->bind();
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//mesh->render();
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color_material->bind();
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mesh->render();
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sprite->render();
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//sprite->render();
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}
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GameScene::GameScene() {
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@ -125,23 +133,23 @@ GameScene::GameScene() {
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//float ar = static_cast<float>(w) / static_cast<float>(h);
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//camera->width = camera->height * ar;
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texture = new Texture();
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texture->load_image("icon.png");
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//texture = new Texture();
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//texture->load_image("icon.png");
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//ha a textúrának van alpha csatornája:
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//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
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material = new TextureMaterial();
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material->texture = texture;
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//material = new TextureMaterial();
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//material->texture = texture;
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sprite = new Sprite();
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sprite->mesh_instance->material = material;
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//sprite = new Sprite();
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//sprite->mesh_instance->material = material;
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//sprite->position.x = 0;
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//sprite->position.y = 0;
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//sprite->region_x = 7.0 * (1.0 / 16.0);
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//sprite->region_y = 7.0 * (1.0 / 16.0);
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//sprite->region_width = 1.0 / 16.0;
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//sprite->region_height = 1.0 / 16.0;
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sprite->update_mesh();
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//sprite->update_mesh();
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/*
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tile_map = new TileMap();
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tile_map->material = material;
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@ -163,18 +171,24 @@ GameScene::GameScene() {
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tile_map->build_mesh();
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*/
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camera = new OrthographicCamera();
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camera = new PerspectiveCamera();
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//camera->width = 2;
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//camera->height = 2;
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//camera->position.x = 0;
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//camera->position.y = 0;
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//camera->position.z = -2;
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camera->camera_transform.origin.z -= 2;
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camera->screen_aspect_ratio = 1980.0 / 1080.0;
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mesh = memnew(Mesh(2));
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cmaterial = memnew(ColoredMaterial());
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mesh = memnew(Mesh());
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//cmaterial = memnew(ColoredMaterial());
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//cmaterial->color = glm::vec4(1, 1, 0, 1);
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color_material = memnew(ColorMaterial());
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mesh->clear();
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//mesh->clear();
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MeshUtils::create_cone(mesh);
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mesh->upload();
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//float width = 1;
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//float height = 1;
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@ -199,6 +213,7 @@ GameScene::GameScene() {
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//mesh->add_uv(region_x + region_width, region_y);
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//mesh->add_vertex2(w2, h2);
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/*
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mesh->add_vertex2(0, 0.5);
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mesh->add_vertex2(-0.5, -0.5);
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mesh->add_vertex2(0.5, -0.5);
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@ -207,6 +222,7 @@ GameScene::GameScene() {
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//mesh->add_triangle(0, 1, 3);
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mesh->upload();
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*/
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}
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GameScene::~GameScene() {
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@ -214,12 +230,13 @@ GameScene::~GameScene() {
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delete tile_map;
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*/
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memdelete(camera);
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memdelete(texture);
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memdelete(material);
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//memdelete(texture);
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//memdelete(material);
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memdelete(sprite);
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//memdelete(sprite);
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memdelete(camera);
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memdelete(mesh);
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memdelete(material);
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//memdelete(material);
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memdelete(color_material);
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}
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13
game_scene.h
13
game_scene.h
@ -12,14 +12,13 @@
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#include "tile_map.h"
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*/
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#include "camera.h"
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#include "color_material.h"
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#include "colored_material.h"
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#include "mesh.h"
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#include "camera.h"
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#include "sprite.h"
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#include "texture.h"
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#include "texture_material.h"
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#include "camera.h"
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#include "sprite.h"
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class GameScene : public Scene {
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public:
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@ -36,14 +35,18 @@ public:
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bool down;
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*/
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/*
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Texture *texture;
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TextureMaterial *material;
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//TileMap *tile_map;
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Sprite *sprite;
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*/
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Camera *camera;
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Mesh *mesh;
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ColoredMaterial *cmaterial;
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ColorMaterial *color_material;
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//ColoredMaterial *cmaterial;
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};
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#endif
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@ -28,7 +28,6 @@ Camera *Camera::current_camera = NULL;
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void OrthographicCamera::bind() {
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Camera::bind();
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projection_matrix.set_orthogonal(
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size,
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screen_aspect_ratio,
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@ -6,60 +6,63 @@
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#include "camera.h"
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class ColorMaterial : public Material {
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public:
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int get_material_id() {
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return 2;
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}
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int get_material_id() {
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return 2;
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}
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void bind_uniforms() {
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//glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
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//glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
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}
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void bind_uniforms() {
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set_uniform(projection_matrix_location, Camera::current_camera->projection_matrix);
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set_uniform(camera_matrix_location, Camera::current_camera->camera_transform);
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set_uniform(model_view_matrix_location, Camera::current_camera->model_view_matrix);
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}
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void setup_uniforms() {
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projection_matrix_location = get_uniform("u_proj_matrix");
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model_view_matrix_location = get_uniform("u_model_view_matrix");
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}
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void setup_uniforms() {
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projection_matrix_location = get_uniform("u_proj_matrix");
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camera_matrix_location = get_uniform("u_camera_matrix");
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model_view_matrix_location = get_uniform("u_model_view_matrix");
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}
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const GLchar** get_vertex_shader_source() {
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static const GLchar *vertex_shader_source[] = {
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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"attribute vec4 a_position;\n"
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"attribute vec4 a_color;\n"
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"\n"
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"varying vec4 v_color;\n"
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"\n"
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"void main() {\n"
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" v_color = a_color;\n"
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" gl_Position = u_proj_matrix * u_model_view_matrix * a_position;\n"
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"}\n"
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};
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const GLchar **get_vertex_shader_source() {
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static const GLchar *vertex_shader_source[] = {
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_camera_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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"attribute vec4 a_position;\n"
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"attribute vec4 a_color;\n"
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"\n"
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"varying vec4 v_color;\n"
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"\n"
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"void main() {\n"
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" v_color = a_color;\n"
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" gl_Position = u_proj_matrix * u_camera_matrix * u_model_view_matrix * a_position;\n"
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"}\n"
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};
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return vertex_shader_source;
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}
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return vertex_shader_source;
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}
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const GLchar** get_fragment_shader_source() {
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static const GLchar *fragment_shader_source[] = {
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"precision mediump float;"
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"varying vec4 v_color;\n"
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"\n"
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"void main() { gl_FragColor = v_color; }\n"
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};
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const GLchar **get_fragment_shader_source() {
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static const GLchar *fragment_shader_source[] = {
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"precision mediump float;"
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"varying vec4 v_color;\n"
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"\n"
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"void main() { gl_FragColor = v_color; }\n"
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};
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return fragment_shader_source;
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}
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return fragment_shader_source;
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}
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ColorMaterial() {
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color = glm::vec4(1, 1, 1, 1);
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}
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ColorMaterial() {
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projection_matrix_location = 0;
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camera_matrix_location = 0;
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model_view_matrix_location = 0;
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}
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GLint projection_matrix_location;
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GLint model_view_matrix_location;
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glm::vec4 color;
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GLint projection_matrix_location;
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GLint camera_matrix_location;
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GLint model_view_matrix_location;
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};
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#endif
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