465 lines
15 KiB
C
465 lines
15 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <math.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <termios.h>
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#include <limits.h>
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#include <time.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "hash.h"
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#include "structure.h"
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#include "base.h"
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#include "move.h"
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#include "menus.h"
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#include "proj.h"
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#include "entities.h"
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#include "display.h"
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#include "generation.h"
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double sim_time;
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int triCount;
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unsigned int fffff;
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int gamemode;
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double jPress = false;
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double gPress = false;
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double rPress = false;
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void reset_everything(GLFWwindow *window, int count, char* folder) {
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hashtbl_free(visited);
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free_proj();
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free_interf();
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free_pool();
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//init_csts();
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init_hashtbl();
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init_ent_generator(10);
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init_proj();
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init_interf(window);
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parse_rooms(count, folder);
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}
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void processInput(GLFWwindow *window, float dtime) {
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// quit w
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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// horizontal movement
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bool pressed = false;
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if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy += creative_speed*sin(rot_vt)/10;
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if(is_colliding(dtime)) {
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camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy -= creative_speed*sin(rot_vt)/10;
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k=11;
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}
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}
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} else {
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camvz = -speed*cos(rot_hz);
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camvx = -speed*sin(rot_hz);
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}
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pressed = true;
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//camvy = vtmult*speed*sin(rot_vt);
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}
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if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camx -= creative_speed*cos(rot_hz)/10;
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camz += creative_speed*sin(rot_hz)/10;
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if(is_colliding(dtime)) {
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camx += creative_speed*cos(rot_hz)/10;
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camz -= creative_speed*sin(rot_hz)/10;
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k=11;
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}
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}
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} else {
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camvx = -speed*cos(rot_hz);
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camvz = speed*sin(rot_hz);
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}
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pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy -= creative_speed*sin(rot_vt)/10;
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if(is_colliding(dtime)) {
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camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy += creative_speed*sin(rot_vt)/10;
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k=11;
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}
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}
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} else {
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camvz = speed*cos(rot_hz);
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camvx = speed*sin(rot_hz);
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}
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pressed = true;
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//camvy = -vtmult*speed*sin(rot_vt);
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}
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if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camx += creative_speed*cos(rot_hz)/10;
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camz -= creative_speed*sin(rot_hz)/10;
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if(is_colliding(dtime)) {
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camx -= creative_speed*cos(rot_hz)/10;
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camz += creative_speed*sin(rot_hz)/10;
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k=11;
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}
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}
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} else {
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camvx = speed*cos(rot_hz);
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camvz = -speed*sin(rot_hz);
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}
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pressed = true;
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}
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// jumps
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if(gamemode == 0 && njumps > 0 && glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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if(jPress) {
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camvy = vtmult*speed;
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njumps -= 1;
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jPress = false;
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}
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} else {
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jPress = true;
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}
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if(!pressed) {
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camvx *= (1.0-1.0*5.0*((double)dtime));
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camvz *= (1.0-1.0*5.0*((double)dtime));
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}
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// gamemode
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if(glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS) {
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if(!gPress) {
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gPress = true;
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gamemode = 1-gamemode;
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njumps = 3;
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camvx = 0.0;
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camvy = 0.0;
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camvz = 0.0;
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}
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} else {
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gPress = false;
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}
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// camera rotation
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if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
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rot_hz -= sensitivity;
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}
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if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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rot_hz += sensitivity;
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}
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if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
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rot_vt = maxd(-3.14159/2.0, rot_vt-sensitivity);
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}
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if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
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rot_vt = mind(3.14159/2.0, rot_vt+sensitivity);
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}
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// reset
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if(glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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if(!isMenuOpen() && !rPress) {
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rPress = true;
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reset_everything(window, 7, "templates/");
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}
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}/*else {
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rPress = false;
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}*/
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}
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"uniform mat4 scale;\n"
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"uniform mat4 model;\n"
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"uniform mat4 view;\n"
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"uniform mat4 projection;\n"
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"void main() {\n"
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" gl_Position = projection * view * model * scale * vec4(aPos, 1.0);\n"
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"}\0";
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// Fragment Shader Source
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const char *fragmentShaderSource = "#version 330 core\n"
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"uniform vec4 u_color;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = u_color;\n"
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"}\0";
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const char *vertexShaderSourceR = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"uniform mat4 scale;\n"
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"uniform mat4 slide;\n"
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"void main() {\n"
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" gl_Position = slide * scale * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSourceR = "#version 330 core\n"
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"uniform vec4 u_color2;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = u_color2;\n"
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"}\0";
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int main_alt() {
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(1500, 1000, "yahoo", NULL, NULL);
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if (window == NULL)
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{
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fprintf(stderr, "ERROR : cannot initialize GL window");
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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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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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fprintf(stderr, "ERROR : cannot initialize GLAD loader");
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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glDepthFunc(GL_LESS);
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//glfwSetMouseButtonCallback(window, mouse_button_callback);
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init_csts();
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init_hashtbl();
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init_ent_generator(10);
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init_proj();
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init_interf(window);
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build_all_menus();
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parse_rooms(7, "templates/");
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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fprintf(stderr, "ERROR : cannot initialize shader (1)");
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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fprintf(stderr, "ERROR : cannot initialize shader (3)");
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}
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// link shaders
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// main VAO/VBO
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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init_vertices();
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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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, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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unsigned int vertexShaderR = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShaderR, 1, &vertexShaderSourceR, NULL);
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glCompileShader(vertexShaderR);
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// check for shader compile errors
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glGetShaderiv(vertexShaderR, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShaderR, 512, NULL, infoLog);
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//std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShaderR = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShaderR, 1, &fragmentShaderSourceR, NULL);
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glCompileShader(fragmentShaderR);
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// check for shader compile errors
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glGetShaderiv(fragmentShaderR, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShaderR, 512, NULL, infoLog);
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//std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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unsigned int shaderProgramR = glCreateProgram();
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glAttachShader(shaderProgramR, vertexShaderR);
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glAttachShader(shaderProgramR, fragmentShaderR);
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glLinkProgram(shaderProgramR);
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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgramR, 512, NULL, infoLog);
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//std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShaderR);
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glDeleteShader(fragmentShaderR);
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// rectangle VAO/VBO
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initMenus();
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unsigned int RVBO, RVAO;
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glGenVertexArrays(1, &RVAO);
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glGenBuffers(1, &RVBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(RVAO);
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glBindBuffer(GL_ARRAY_BUFFER, RVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(rectDefault), rectDefault, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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fffff = shaderProgram;
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int fps = 90;
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int interval = 1000000/fps;
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double slp_time = 1.0/fps;
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float delta = 0.0f;
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double deltad = 0.0;
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clock_t finish = clock();
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clock_t origin = clock();
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while(!glfwWindowShouldClose(window) && player_hp > 0) {
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// input
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// -----
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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triCount = 0;
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fflush(stdout);
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generate_nearby_chunks(1);
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fflush(stdout);
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// draw the map
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
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gl_renderNearbyChunks(shaderProgram, shaderProgram, VAO, VBO, 1);
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gl_renderProj(shaderProgram, shaderProgram, VAO, VBO);
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// draw data
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glUseProgram(shaderProgramR);
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glBindVertexArray(RVAO);
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gl_drawInteger(shaderProgramR, (int)(1.0f/(delta)), 0.0f, -0.92f, 0.05, 32, 255, 32, 0.005, -1);
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gl_drawInteger(shaderProgramR, triCount, 0.0f, 0.92f, 0.04f, 128, 128, 128, 0.005f, 1);
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gl_drawData(shaderProgramR);
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if(!isInMenu(window, shaderProgramR)) {
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processInput(window, delta);
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if(gamemode == 0) {
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movePlayerG(delta);
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}
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teleport_on_edge();
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update_entities(delta);
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updateProj(delta);
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}
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usleep(max(0, interval-(int)(1000000*delta)));
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sim_time += deltad;
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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glfwSwapBuffers(window);
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glfwPollEvents();
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finish = clock();
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delta = slp_time+((float)finish - (float)origin)/CLOCKS_PER_SEC;
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deltad = slp_time+((double)finish - (double)origin)/CLOCKS_PER_SEC;
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origin = clock();
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incr = 0.0f;
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}
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hashtbl_free(visited);
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free_proj();
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free_interf();
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free_pool();
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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int main(int argc, char** argv) {
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srand(time(NULL));
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triCount = 0;
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sim_time = 0.0;
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gamemode = 0;
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return main_alt();
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} |