removed unnecessary for() loop
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8bd13e158c
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38ac44b448
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obj/display.o
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obj/display.o
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obj/main.o
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obj/main.o
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obj/proj.o
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obj/proj.o
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@ -117,13 +117,13 @@ void init_vertices() {
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vertices[105] = 0.5f; vertices[106] = 0.5f; vertices[107] = 0.5f;
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vertices[105] = 0.5f; vertices[106] = 0.5f; vertices[107] = 0.5f;
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}
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}
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void gl_renderSurface(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, int sf) {
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void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, double offx, double offy, double offz) {
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glm_mat4_identity(model);
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glm_mat4_identity(model);
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glm_mat4_identity(scale);
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glm_mat4_identity(scale);
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scale[0][0] = (float)(c->w);
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scale[0][0] = (float)(c->w);
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scale[1][1] = (float)(c->h);
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scale[1][1] = (float)(c->h);
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scale[2][2] = (float)(c->d);
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scale[2][2] = (float)(c->d);
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glm_translate(model, (vec3){(float)(c->x+c->w/2.0), (float)(c->y+c->h/2.0), (float)(c->z+c->d/2.0)});
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glm_translate(model, (vec3){(float)(c->x+c->w/2.0+offx), (float)(c->y+c->h/2.0+offy), (float)(c->z+c->d/2.0+offz)});
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glm_rotate(model, (float)(-c->hz_angle), (vec3){0.0f, 1.0f, 0.0f});
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glm_rotate(model, (float)(-c->hz_angle), (vec3){0.0f, 1.0f, 0.0f});
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glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f});
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glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f});
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@ -137,21 +137,15 @@ void gl_renderSurface(unsigned int shaderProgram, unsigned int fragmentShader, u
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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}
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void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c) {
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void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, room* rtd, double offx, double offy, double offz) {
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for(int k = 0; k < 6; k++) {
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for(int k = 0; k < rtd->map_size; k++) {
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gl_renderSurface(shaderProgram, fragmentShader, VAO, VBO, c, k);
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->map[k], offx, offy, offz);
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}
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}
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}
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for(int k = 0; k < rtd->tps_size; k++) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->tps[k]->hitbox, offx, offy, offz);
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void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO) {
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for(int k = 0; k < current_room->map_size; k++) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, current_room->map[k]);
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}
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}
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for(int k = 0; k < current_room->tps_size; k++) {
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for(int k = 0; k < rtd->ent_len; k++) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, current_room->tps[k]->hitbox);
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->ents[k].pos, offx, offy, offz);
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}
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for(int k = 0; k < current_room->ent_len; k++) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, current_room->ents[k].pos);
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}
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}
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}
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}
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@ -1,8 +1,8 @@
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#ifndef DISPLAY_H
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#ifndef DISPLAY_H
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#define DISPLAY_H
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#define DISPLAY_H
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void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c);
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void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, double offx, double offy, double offz);
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void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO);
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void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, room* rtd, double offx, double offy, double offz);
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void gl_initRender(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO);
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void gl_initRender(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO);
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void init_vertices();
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void init_vertices();
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@ -227,7 +227,7 @@ int main_alt() {
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
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gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
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gl_renderAll(shaderProgram, shaderProgram, VAO, VBO);
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gl_renderAll(shaderProgram, shaderProgram, VAO, VBO, current_room, 0.0, 0.0, 0.0);
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gl_renderProj(shaderProgram, shaderProgram, VAO, VBO);
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gl_renderProj(shaderProgram, shaderProgram, VAO, VBO);
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//printf("01\n");
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//printf("01\n");
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@ -96,7 +96,7 @@ void removeProj(int k) {
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void gl_renderProj(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO) {
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void gl_renderProj(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO) {
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for(int k = 0; k < bullets_id; k++) {
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for(int k = 0; k < bullets_id; k++) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, bullets[k].pos);
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, bullets[k].pos, 0.0, 0.0, 0.0);
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}
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}
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}
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}
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