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src/main.c
70
src/main.c
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@ -13,6 +13,7 @@
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#include "matrix-math.h"
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#define STATUS_INTERVAL 0.5
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#define PI 3.14159f
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GLuint program;
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@ -80,15 +81,6 @@ void updateStatusDisplay() {
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void init(void) {
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mat4 t = {
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1, 2, 3, 4,
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5, 6, 7, 8,
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9, 10, 11, 12,
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13, 14, 15, 16
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};
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mat4Print(t);
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INFO("Compiling Shaders...");
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// create and compile vertex shader
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@ -144,23 +136,14 @@ void init(void) {
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GLfloat vertices[] = {
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// X // Y
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-0.35f, 0.6f,
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-0.2f, 0.6f,
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-0.2f, 0.1f,
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0.2f, 0.1f,
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0.2f, 0.6f,
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0.35f, 0.6f,
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0.35f, -0.6f,
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0.2f, -0.6f,
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0.2f, -0.1f,
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-0.2f, -0.1f,
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-0.2f, -0.6f,
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-0.35f, -0.6f,
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-0.35f, -0.7f,
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0.35f, -0.7f,
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0.35f, -0.9f,
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-0.35f, -0.9f
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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};
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GLuint restart = 128;
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@ -168,10 +151,8 @@ void init(void) {
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glPrimitiveRestartIndex(restart);
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GLuint indices[] = {
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1, 0, 10, 11, restart,
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2, 9, 3, 8, restart,
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5, 4, 6, 7, restart,
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12, 15, 13, 14, restart
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0, 1, 2,
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0, 2, 5
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};
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DEBUG("Creating vertext buffer");
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@ -190,10 +171,10 @@ void init(void) {
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// vertex position data
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glVertexAttribPointer(
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0, // shader location
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2, // number of values to read
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3, // number of values to read
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GL_FLOAT, // type of value
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GL_FALSE, // if values are normalised
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2 * sizeof(GLfloat), // stride - distance between vertices
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3 * sizeof(GLfloat), // stride - distance between vertices
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0 // start offset
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);
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glEnableVertexAttribArray(0);
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@ -210,7 +191,7 @@ void init(void) {
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glViewport(0, 0, initialWindowWidth, initialWindowHeight);
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glEnable(GL_CULL_FACE);
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// glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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initialiseStatusDisplay();
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@ -223,18 +204,33 @@ GLfloat currentHue = 0.0f;
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void draw(void) {
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updateStatusDisplay();
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currentHue += 0.001f;
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currentHue += 0.005f;
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if (currentHue > 1.0) currentHue = 0.0f;
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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GLuint positionLocation = glGetUniformLocation(program, "uPosition");
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glUniform2f(positionLocation, cos(currentHue * 2 * M_PI) * 0.2f, sin(currentHue * 2 * M_PI) * 0.2f);
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mat4 transformMatrix;
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vec3 position = {0.5f, 0.5f, 0.0f};
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mat4Identity(transformMatrix);
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// mat4RotateZ(transformMatrix, transformMatrix, currentHue * PI * 2);
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// mat4RotateY(transformMatrix, transformMatrix, currentHue * PI * 2);
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mat4 viewMatrix;
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vec3 cameraPos = {0.0f, sin(currentHue * PI * 2), 0.0f};
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vec3 cameraLookAt = {0.0f, 0.0f, -1.0f};
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vec3 cameraUp = {0.0f, 1.0f, 0.0f};
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mat4BuildLookAt(viewMatrix, cameraPos, cameraLookAt, cameraUp);
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GLuint transformLocation = glGetUniformLocation(program, "uTransform");
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glUniformMatrix4fv(transformLocation, 1, GL_FALSE, transformMatrix);
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GLuint viewLocation = glGetUniformLocation(program, "uView");
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glUniformMatrix4fv(viewLocation, 1, GL_FALSE, viewMatrix);
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glBindVertexArray(vertexArrayObject);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glDrawElements(GL_TRIANGLE_STRIP, 20, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 20, GL_UNSIGNED_INT, 0);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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@ -64,4 +64,108 @@ void mat4Print(mat4 m) {
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}
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printf("\n");
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}
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}
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void mat4Translate(mat4 out, mat4 in, vec3 v) {
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mat4 T;
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mat4Identity(T);
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T[12] = v[0];
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T[13] = v[1];
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T[14] = v[2];
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mat4Multiply(out, T, in);
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}
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void mat4RotateX(mat4 out, mat4 in, GLfloat a) {
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mat4 T;
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mat4Identity(T);
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T[5] = cos(a);
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T[6] = sin(a);
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T[9] = -sin(a);
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T[10] = cos(a);
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mat4Multiply(out, T, in);
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}
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void mat4RotateY(mat4 out, mat4 in, GLfloat a) {
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mat4 T;
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mat4Identity(T);
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T[0] = cos(a);
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T[2] = -sin(a);
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T[8] = sin(a);
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T[10] = cos(a);
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mat4Multiply(out, T, in);
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}
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void mat4RotateZ(mat4 out, mat4 in, GLfloat a) {
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mat4 T;
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mat4Identity(T);
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T[0] = cos(a);
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T[1] = sin(a);
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T[4] = -sin(a);
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T[5] = cos(a);
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mat4Multiply(out, T, in);
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}
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void vec3Subtract(vec3 out, vec3 a, vec3 b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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}
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void vec3CrossProduct(vec3 out, vec3 a, vec3 b) {
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vec3 result;
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result[0] = a[1] * b[2] - a[2] * b[1];
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result[1] = a[2] * b[0] - a[0] * b[2];
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result[2] = a[0] * b[1] - a[1] * b[0];
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out[0] = result[0];
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out[1] = result[1];
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out[2] = result[2];
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}
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void vec3Normalise(vec3 out, vec3 in) {
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GLfloat length = sqrt(in[0] * in[0] + in[1] * in[1] + in[2] * in[2]);
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out[0] = in[0] / length;
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out[1] = in[1] / length;
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out[2] = in[2] / length;
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}
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GLfloat vec3DotProduct(vec3 a, vec3 b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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void mat4BuildLookAt(mat4 out, vec3 eye, vec3 center, vec3 up) {
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vec3 n;
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vec3 u;
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vec3 v;
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vec3Subtract(n, eye, center);
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vec3CrossProduct(u, up, n);
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vec3CrossProduct(v, n, u);
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mat4Identity(out);
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out[0] = u[0];
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out[1] = v[0];
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out[2] = n[0];
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out[4] = u[1];
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out[5] = v[1];
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out[6] = n[1];
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out[8] = u[2];
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out[9] = v[2];
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out[10] = n[2];
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out[12] = - vec3DotProduct(u, eye);
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out[13] = - vec3DotProduct(v, eye);
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out[14] = - vec3DotProduct(n, eye);
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}
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@ -1,16 +1,14 @@
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#ifndef MATRIX_MATH_H
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#define MATRIX_MATH_H
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#include <GL/gl.h>
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// TODO: figure out better type definition to avoid constant casting to GLfloat*
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// possibly typedef float mat4[16];
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#include <GL/gl.h>
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/**
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* !!! ALL matrices are in column major
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*/
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typedef GLfloat vec4[4];
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typedef GLfloat vec3[3];
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typedef GLfloat mat4[16];
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extern void mat4Empty(mat4 mat);
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extern void mat4Multiply(mat4 result, mat4 A, mat4 B);
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extern void mat4Print(mat4 m);
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extern void mat4Translate(mat4 out, mat4 in, vec3 v);
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extern void mat4RotateX(mat4 out, mat4 in, GLfloat a);
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extern void mat4RotateY(mat4 out, mat4 in, GLfloat a);
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extern void mat4RotateZ(mat4 out, mat4 in, GLfloat a);
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extern void mat4BuildLookAt(mat4 out, vec3 eye, vec3 center, vec3 up);
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extern void mat4BuildProjection(mat4 out, GLfloat r, GLfloat l, GLfloat t, GLfloat b, GLfloat f, GLfloat n);
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#endif
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#version 330 core
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layout (location = 0) in vec2 aPosition;
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uniform vec2 uPosition;
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layout (location = 0) in vec3 aPosition;
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uniform mat4 uTransform;
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uniform mat4 uView;
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out vec3 vertexColor;
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void main() {
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vertexColor = vec3(1.0, 0.1, 0.1);
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gl_Position = vec4(uPosition + aPosition, 0.0, 1.0);
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gl_Position = uView * uTransform * vec4(aPosition, 1.0);
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}
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