555 lines
19 KiB
C++
555 lines
19 KiB
C++
// reset, pause, auto reset, analog d-pad, gamepad config, any key
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#include "Demo.hpp"
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char* file_to_buf(const char *path)
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{
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FILE *fp;
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long length;
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char *buf;
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fp = fopen(path, "rb");
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if (not fp)
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{
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return NULL;
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}
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fseek(fp, 0, SEEK_END);
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length = ftell(fp);
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buf = (char*) malloc(length + 1);
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fseek(fp, 0, SEEK_SET);
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fread(buf, length, 1, fp);
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fclose(fp);
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buf[length] = 0;
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return buf;
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}
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GLuint load_shader(const char* path, GLenum type)
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{
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char *source = file_to_buf(path);
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GLuint shader = glCreateShader(type);
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int is_compiled, max_length;
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glShaderSource(shader, 1, (const GLchar**) &source, 0);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &is_compiled);
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if(is_compiled == 0)
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{
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &max_length);
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char *log = (char *) malloc(max_length);
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glGetShaderInfoLog(shader, max_length, &max_length, log);
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fprintf(stderr, "%s -- shader compilation failed %s\n", path, log);
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free(log);
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return -1;
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}
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return shader;
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}
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int link_shader(GLuint program)
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{
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glLinkProgram(program);
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int is_linked, max_length;
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glGetProgramiv(program, GL_LINK_STATUS, (int *) &is_linked);
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if(is_linked == 0)
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{
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &max_length);
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char *log = (char *) malloc(max_length);
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glGetProgramInfoLog(program, max_length, &max_length, log);
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fprintf(stderr, "shader program %i linking failed %s\n", program, log);
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free(log);
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return -1;
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}
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return 0;
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}
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SDL_Surface* get_screen_surface(SDL_Window *window)
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{
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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unsigned char *pixels = (unsigned char *) malloc(24 * w * h);
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GLenum format;
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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format = GL_RGB;
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#else
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format = GL_BGR;
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#endif
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glReadPixels(0, 0, w, h, format, GL_UNSIGNED_BYTE, pixels);
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SDL_Surface *surface = zoomSurface(
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SDL_CreateRGBSurfaceFrom(pixels, w, h, 24, 3 * w,
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0, 0, 0, 0), 1, -1, SMOOTHING_OFF);
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free(pixels);
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return surface;
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}
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void capture_screen(SDL_Window *window)
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{
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SDL_Surface *surface = get_screen_surface(window);
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IMG_SavePNG(surface, "screen.png");
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printf("saved png to screen.png\n");
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SDL_FreeSurface(surface);
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}
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void start_recording(bool *is_recording)
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{
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*is_recording = true;
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printf("start recording\n");
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}
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void end_recording(std::list<SDL_Surface*> frames, bool *is_recording)
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{
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*is_recording = false;
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printf("end recording\n");
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SDL_Surface *frame;
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int ii = 0;
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while (not frames.empty())
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{
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frame = frames.front();
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char path[22];
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sprintf(path, "frames/%03i.png", ii++);
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IMG_SavePNG(frame, path);
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frames.pop_front();
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SDL_FreeSurface(frame);
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}
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}
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GLuint get_gl_texture_from_surface(SDL_Surface *surface, GLint mipmap_filter)
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{
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GLuint id;
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glCreateTextures(GL_TEXTURE_2D, 1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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GLenum format;
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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format = GL_RGBA;
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#else
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format = GL_BGRA;
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, format,
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GL_UNSIGNED_BYTE, surface->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mipmap_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mipmap_filter);
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return id;
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}
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SDL_Surface* get_framerate_indicator_surface(int frame_count)
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{
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TTF_Font *font = TTF_OpenFont("resource/SourceCodePro-Regular.otf", 14);
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SDL_Surface *shaded = TTF_RenderText_Shaded(
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font, std::to_string(frame_count).c_str(), {0, 0, 0}, {255, 255, 255});
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SDL_Surface *converted = SDL_ConvertSurfaceFormat(shaded, SDL_PIXELFORMAT_ARGB8888, 0);
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SDL_Surface *flipped = zoomSurface(converted, 1, -1, SMOOTHING_OFF);
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if (not flipped)
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{
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fprintf(stderr, "Could not create text %s\n", SDL_GetError());
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}
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return flipped;
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}
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void set_framerate_indicator(int frame_count, GLuint id)
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{
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printf("%i %i", frame_count, id);
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SDL_Surface *message = get_framerate_indicator_surface(frame_count);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, message->w, message->h, 0, GL_BGRA, GL_UNSIGNED_BYTE,
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message->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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struct Demo : Game
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{
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SDL_Texture *grass_texture;
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int recording_capture_framerate = 100, frame_time_overflow = 0,
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capture_time_overflow = 0, frame_count = 0, frame_count_timestamp,
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last_capture_timestamp;
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std::list<SDL_Surface*> frames;
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bool is_recording = false, right_active = false, down_active = false,
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left_active = false, up_active = false;
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SDL_Event event;
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GLuint vbo, space_texture_id, mvp_id, framerate_texture_id, flat_program,
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world_program, fake_texture_id;
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glm::mat4 projection, view, model = glm::mat4(1.0f), mvp;
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Mushroom mushroom = Mushroom(this);
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Sprite grass = Sprite(this, "resource/Field.png");
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Demo() : Game()
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{
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Mix_Music *music = Mix_LoadMUS("resource/Field.mp3");
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Mix_PlayMusic(music, -1);
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load_gl_context();
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}
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void load_sdl_context()
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{
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Game::load_sdl_context();
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grass.load();
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mushroom.load();
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}
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void load_gl_context()
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{
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Game::load_gl_context();
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grass.unload();
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mushroom.unload();
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/*
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v0-v1-v2 (front)
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v2-v3-v0
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v0-v3-v4 (right)
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v4-v5-v0
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v0-v5-v6 (top)
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v6-v1-v0
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v1-v6-v7 (left)
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v7-v2-v1
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v7-v4-v3 (bottom)
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v3-v2-v7
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v4-v7-v6 (back)
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v6-v5-v4
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*/
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std::array<glm::vec3, 36> cube = {
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{
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{1, 1, 1}, {-1, 1, 1}, {-1,-1, 1},
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{-1,-1, 1}, {1,-1, 1}, {1, 1, 1},
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{1, 1, 1}, {1,-1, 1}, {1,-1,-1},
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{1,-1,-1}, {1, 1,-1}, {1, 1, 1},
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{1, 1, 1}, {1, 1,-1}, {-1, 1,-1},
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{-1, 1,-1}, {-1, 1, 1}, {1, 1, 1},
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{-1, 1, 1}, {-1, 1,-1}, {-1,-1,-1},
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{-1,-1,-1}, {-1,-1, 1}, {-1, 1, 1},
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{-1,-1,-1}, {1,-1,-1}, {1,-1, 1},
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{1,-1, 1}, {-1,-1, 1}, {-1,-1,-1},
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{1,-1,-1}, {-1,-1,-1}, {-1, 1,-1},
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{-1, 1,-1}, {1, 1,-1}, {1,-1,-1}
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}};
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std::array<glm::vec3, 6> background_vertices = {
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{
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{-1, 1, 0}, {1, 1, 0}, {-1, -1, 0},
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{1, 1, 0}, {1, -1, 0}, {-1, -1, 0}
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}};
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GLfloat background_colors[40][3] = {
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{.2, .6, .8}, {.2, .6, .8}, {1, 1, 0},
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{.2, .6, .8}, {1, 1, 0}, {1, 1, 0}
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};
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GLuint background_colors_buffer;
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glGenBuffers(1, &background_colors_buffer);
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std::array<glm::vec3, 6> framerate_indicator_vertices = {
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{
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{.9, 1, 0}, {1, 1, 0}, {.9, .9, 0},
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{1, 1, 0}, {1, .9, 0}, {.9, .9, 0}
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}};
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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std::vector<glm::vec3> vertices;
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vertices.reserve(cube.size() + background_vertices.size() + framerate_indicator_vertices.size());
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vertices.insert(vertices.begin(), cube.begin(), cube.end());
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vertices.insert(vertices.end(), background_vertices.begin(), background_vertices.end());
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vertices.insert(vertices.end(), framerate_indicator_vertices.begin(),
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framerate_indicator_vertices.end());
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projection = glm::perspective(glm::radians(45.0f),
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(float) sw / (float) sh, 0.1f, 100.0f);
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view = glm::lookAt(
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glm::vec3(4, 3, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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SDL_Surface *surface = rotateSurface90Degrees(IMG_Load("resource/tile.png"), 2);
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printf("tile.png bytes per pixel %i\n", surface->format->BytesPerPixel);
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space_texture_id = get_gl_texture_from_surface(surface, GL_LINEAR);
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SDL_FreeSurface(surface);
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std::array<glm::vec2, 6> framerate_indicator_uv = {
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{
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{0, 1}, {1, 1}, {0, 0},
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{1, 1}, {1, 0}, {0, 0}
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}};
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std::array<glm::vec2, 36> cube_uv = {
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{
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{1, 1}, {0, 1}, {0, 0},
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{0, 0}, {1, 0}, {1, 1},
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{0, 1}, {0, 0}, {1, 0},
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{1, 0}, {1, 1}, {0, 1},
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{0, 1}, {0, 0}, {1, 0},
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{1, 0}, {1, 1}, {0, 1},
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{1, 1}, {0, 1}, {0, 0},
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{0, 0}, {1, 0}, {1, 1},
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{0, 0}, {1, 0}, {1, 1},
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{1, 1}, {0, 1}, {0, 0},
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{0, 0}, {1, 0}, {1, 1},
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{1, 1}, {0, 1}, {0, 0}
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}};
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std::vector<glm::vec2> uv;
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uv.reserve(cube_uv.size() + background_vertices.size() + framerate_indicator_uv.size());
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std::copy(cube_uv.begin(), cube_uv.end(), uv.begin());
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std::copy(framerate_indicator_uv.begin(), framerate_indicator_uv.end(),
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uv.begin() + cube_uv.size() + background_vertices.size());
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GLuint uvbuffer;
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glGenBuffers(1, &uvbuffer);
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unsigned char fake_texture_color[4] = {255, 255, 255, 255};
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glCreateTextures(GL_TEXTURE_2D, 1, &fake_texture_id);
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glBindTexture(GL_TEXTURE_2D, fake_texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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fake_texture_color);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat) * 3, &vertices.front(),
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
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glBufferData(GL_ARRAY_BUFFER, uv.capacity() * sizeof(GLfloat) * 2, &uv.front(), GL_STATIC_DRAW);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, background_colors_buffer);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER,
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(cube.size()) * sizeof(GLfloat) * 3,
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background_vertices.size() * sizeof(GLfloat) * 3, background_colors);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(2);
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GLuint vertex_shader = load_shader("shaders/triangle.vert", GL_VERTEX_SHADER);
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GLuint fragment_shader = load_shader("shaders/triangle.frag", GL_FRAGMENT_SHADER);
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GLuint flat_shader = load_shader("shaders/flat.vert", GL_VERTEX_SHADER);
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world_program = glCreateProgram();
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glAttachShader(world_program, vertex_shader);
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glAttachShader(world_program, fragment_shader);
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glBindAttribLocation(world_program, 0, "in_Position");
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glBindAttribLocation(world_program, 1, "vertexUV");
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glBindAttribLocation(world_program, 2, "in_Color");
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glBindAttribLocation(world_program, 3, "pos");
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link_shader(world_program);
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flat_program = glCreateProgram();
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glAttachShader(flat_program, flat_shader);
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glAttachShader(flat_program, fragment_shader);
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glBindAttribLocation(flat_program, 0, "in_Position");
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glBindAttribLocation(flat_program, 1, "vertexUV");
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glBindAttribLocation(flat_program, 2, "in_Color");
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glBindAttribLocation(flat_program, 3, "pos");
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link_shader(flat_program);
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mvp_id = glGetUniformLocation(world_program, "MVP");
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GLuint sampler_uniform_id = glGetUniformLocation(world_program, "myTextureSampler");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, space_texture_id);
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glUniform1i(sampler_uniform_id, 0);
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glDepthFunc(GL_LESS);
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frame_count_timestamp = last_capture_timestamp = SDL_GetTicks();
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framerate_texture_id = get_gl_texture_from_surface(
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get_framerate_indicator_surface(frame_count), GL_LINEAR);
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}
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void update()
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{
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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{
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flag_to_end();
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}
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else if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.sym == SDLK_F9)
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{
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capture_screen(window);
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}
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else if (event.key.keysym.sym == SDLK_F10)
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{
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if (not is_recording)
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{
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start_recording(&is_recording);
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}
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else
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{
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end_recording(frames, &is_recording);
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}
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}
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else if (event.key.keysym.sym == SDLK_F11)
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{
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN)
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{
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SDL_SetWindowFullscreen(window, 0);
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}
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else
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{
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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}
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}
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else if (SDL_GetModState() & KMOD_CTRL)
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{
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if (event.key.keysym.sym == SDLK_f)
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{
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show_framerate = not show_framerate;
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}
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else if (event.key.keysym.sym == SDLK_UP)
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{
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set_framerate(framerate + 1);
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}
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else if (event.key.keysym.sym == SDLK_DOWN)
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{
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set_framerate(framerate - 1);
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}
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}
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else if (event.key.keysym.sym == SDLK_UP)
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{
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up_active = true;
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}
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else if (event.key.keysym.sym == SDLK_RIGHT)
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{
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right_active = true;
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}
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else if (event.key.keysym.sym == SDLK_DOWN)
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{
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down_active = true;
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}
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else if (event.key.keysym.sym == SDLK_LEFT)
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{
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left_active = true;
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}
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else if (event.key.keysym.sym == SDLK_SPACE)
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{
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if (is_gl_context)
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{
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load_sdl_context();
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}
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else
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{
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load_gl_context();
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}
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}
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}
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else if (event.type == SDL_KEYUP)
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{
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if (event.key.keysym.sym == SDLK_UP)
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{
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up_active = false;
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}
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else if (event.key.keysym.sym == SDLK_RIGHT)
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{
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right_active = false;
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}
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else if (event.key.keysym.sym == SDLK_DOWN)
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{
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down_active = false;
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}
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else if (event.key.keysym.sym == SDLK_LEFT)
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{
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left_active = false;
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}
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}
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}
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if (is_recording and ticks - last_capture_timestamp + capture_time_overflow >
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recording_capture_framerate)
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{
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frames.push_back(get_screen_surface(window));
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printf("added frame at %i\n", ticks);
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capture_time_overflow = ticks - last_capture_timestamp + capture_time_overflow -
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recording_capture_framerate;
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last_capture_timestamp = ticks;
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for (int ii = 1; capture_time_overflow > recording_capture_framerate;
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ii++, capture_time_overflow -= recording_capture_framerate)
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{
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fprintf(stderr, "lost %i frame(s) during capture\n", ii);
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}
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}
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if (is_gl_context)
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{
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// glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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// glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), diamond, GL_STATIC_DRAW);
|
|
glClearColor(.7, .7, .5, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glUseProgram(flat_program);
|
|
glUniform1f(glGetUniformLocation(flat_program, "r"), mvp[0][0]);
|
|
glBindTexture(GL_TEXTURE_2D, fake_texture_id);
|
|
glDisableVertexAttribArray(1);
|
|
glEnableVertexAttribArray(2);
|
|
glDrawArrays(GL_TRIANGLES, 36, 6);
|
|
if (show_framerate)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, framerate_texture_id);
|
|
glDisableVertexAttribArray(2);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttrib3f(2, 1, 1, 1);
|
|
glDrawArrays(GL_TRIANGLES, 42, 6);
|
|
}
|
|
// printf("%s\n", glm::to_string(model).c_str());
|
|
model = glm::rotate(model, .0005f * frame_length, glm::vec3(0.0f, 1.0f, 0.0f));
|
|
mvp = projection * view * model;
|
|
glEnable(GL_DEPTH_TEST);
|
|
glUseProgram(world_program);
|
|
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, &mvp[0][0]);
|
|
glBindTexture(GL_TEXTURE_2D, space_texture_id);
|
|
glEnableVertexAttribArray(1);
|
|
glDisableVertexAttribArray(2);
|
|
glVertexAttrib3f(2, 1, 1, 1);
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
//glFlush();
|
|
SDL_GL_SwapWindow(window);
|
|
}
|
|
else
|
|
{
|
|
SDL_SetRenderDrawColor(renderer, 0x0f, 0x4f, 0x8f, 0xff);
|
|
SDL_RenderClear(renderer);
|
|
roundedBoxColor(renderer, 300, 200, 500, 300, 10, 0x8f8fdfff);
|
|
aacircleColor(renderer, 300, 200, 30, 0xffef3fff);
|
|
int speed = 2;
|
|
if (up_active)
|
|
{
|
|
grass.move(0, -speed);
|
|
}
|
|
if (right_active)
|
|
{
|
|
grass.move(speed);
|
|
}
|
|
if (down_active)
|
|
{
|
|
grass.move(0, speed);
|
|
}
|
|
if (left_active)
|
|
{
|
|
grass.move(-speed, 0);
|
|
}
|
|
grass.update();
|
|
mushroom.update();
|
|
SDL_RenderPresent(renderer);
|
|
}
|
|
frame_count++;
|
|
if (ticks - frame_count_timestamp >= 1000)
|
|
{
|
|
frame_count_timestamp = ticks;
|
|
if (is_gl_context and show_framerate)
|
|
{
|
|
set_framerate_indicator(frame_count, framerate_texture_id);
|
|
}
|
|
frame_count = 0;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
Mushroom::Mushroom(Node *parent) : Sprite(parent, "resource/shrooms")
|
|
{
|
|
std::cout << "Constructing Mushroom with parent " << parent << std::endl;
|
|
}
|
|
|
|
void Mushroom::update()
|
|
{
|
|
Game *game = get_root();
|
|
move(direction);
|
|
int x = location.get_x();
|
|
if (x > game->sw or x < 0)
|
|
{
|
|
direction = -direction;
|
|
if (x > game->sw)
|
|
{
|
|
move(game->sw - x);
|
|
}
|
|
else
|
|
{
|
|
move(-x);
|
|
}
|
|
}
|
|
Sprite::update();
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
Demo demo;
|
|
demo.run();
|
|
demo.quit();
|
|
return 0;
|
|
}
|