mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
removed dependency from directory
This commit is contained in:
@@ -30,11 +30,18 @@ namespace vb01{
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else
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cout<<"Complete\n";
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string basePath="/home/dominykas/c++/FSim/depthMap.";
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string basePath="../../vb01/depthMap.";
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depthMapShader=new Shader(basePath+"vert",basePath+"frag");
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}
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Light::~Light(){}
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Light::~Light(){
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glBindFramebuffer(GL_FRAMEBUFFER,0);
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glDeleteFramebuffers(1,&depthmapFBO);
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delete depthMap;
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delete depthMapShader;
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}
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void Light::update(){
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Root *root=Root::getSingleton();
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+10
-2
@@ -7,7 +7,7 @@ namespace vb01{
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Material::Material(Type type){
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this->type=type;
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string basePath="/home/dominykas/c++/vb01/",shaderName;
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string basePath="../../vb01/",shaderName;
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switch(type){
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case MATERIAL_2D:
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shaderName="texture.";
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@@ -28,7 +28,15 @@ namespace vb01{
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shader=new Shader(basePath+shaderName+"vert",basePath+shaderName+"frag");
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}
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Material::~Material(){}
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Material::~Material(){
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delete shader;
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for(Texture *t : diffuseMapTextures)
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delete t;
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for(Texture *t : normalMapTextures)
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delete t;
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for(Texture *t : specularMapTextures)
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delete t;
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}
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void Material::update(){
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shader->use();
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@@ -23,7 +23,19 @@ namespace vb01{
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construct();
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}
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Mesh::~Mesh(){}
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Mesh::~Mesh(){
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for(Mesh *m : meshes)
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delete m;
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delete material;
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glDeleteVertexArrays(1,&VAO);
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glDeleteBuffers(1,&EBO);
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glDeleteBuffers(1,&VBO);
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delete[] indices;
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delete[] vertices;
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}
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void Mesh::construct(){
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glGenVertexArrays(1,&VAO);
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@@ -15,7 +15,18 @@ namespace vb01{
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this->orientation=orientation;
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}
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Node::~Node(){}
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Node::~Node(){
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for(Light *l : lights)
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delete l;
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for(Mesh *m : meshes)
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delete m;
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for(ParticleEmitter *p : emitters)
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delete p;
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for(Text *t : texts)
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delete t;
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for(Node *c : children)
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delete c;
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}
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void Node::update(){
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if(visible){
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+8
-1
@@ -64,7 +64,14 @@ namespace vb01{
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glEnableVertexAttribArray(1);
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}
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ParticleEmitter::~ParticleEmitter(){}
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ParticleEmitter::~ParticleEmitter(){
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glDeleteVertexArrays(1,&VAO);
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glDeleteBuffers(1,&VBO);
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delete material;
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delete[] particles;
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}
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void ParticleEmitter::update(){
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Root *root=Root::getSingleton();
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@@ -36,22 +36,22 @@ namespace vb01{
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v6.pos=Vector3(size.x,0,0);
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}
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v1.norm=Vector3(0,0,-1);
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v1.texCoords=Vector2(1,0);
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v1.texCoords=Vector2(1,1);
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v2.norm=Vector3(0,0,-1);
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v2.texCoords=Vector2(0,0);
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v2.texCoords=Vector2(0,1);
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v3.norm=Vector3(0,0,-1);
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v3.texCoords=Vector2(0,1);
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v3.texCoords=Vector2(0,0);
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v4.norm=Vector3(0,0,-1);
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v4.texCoords=Vector2(0,1);
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v4.texCoords=Vector2(0,0);
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v5.norm=Vector3(0,0,-1);
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v5.texCoords=Vector2(1,1);
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v5.texCoords=Vector2(1,0);
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v6.norm=Vector3(0,0,-1);
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v6.texCoords=Vector2(1,0);
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v6.texCoords=Vector2(1,1);
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indices[0]=0;
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indices[1]=1;
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@@ -29,6 +29,8 @@ namespace vb01{
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loadShaders();
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}
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Shader::~Shader(){}
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void Shader::editShader(bool vertexShader, char firstChar, char secondChar, string insertion){
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int firstCharId=-1,secondCharId=-1;
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for(int i=0;i<fString.length()&&(firstCharId==-1||secondCharId==-1);i++){
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@@ -11,6 +11,7 @@ namespace vb01{
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enum ErrorType{VERTEX,FRAGMENT,PROGRAM};
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Shader(std::string,std::string);
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~Shader();
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void setNumLights(int);
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void use();
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void setMat4(glm::mat4,std::string);
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@@ -994,10 +994,12 @@ zout stb_image.h /^ char *zout;$/;" m struct:__anon84e4e8860c08 typeref:typena
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zout_end stb_image.h /^ char *zout_end;$/;" m struct:__anon84e4e8860c08 typeref:typename:char *
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zout_start stb_image.h /^ char *zout_start;$/;" m struct:__anon84e4e8860c08 typeref:typename:char *
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~Camera camera.cpp /^ Camera::~Camera(){}$/;" f class:vb01::Camera
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~Light light.cpp /^ Light::~Light(){}$/;" f class:vb01::Light
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~Material material.cpp /^ Material::~Material(){}$/;" f class:vb01::Material
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~Mesh mesh.cpp /^ Mesh::~Mesh(){}$/;" f class:vb01::Mesh
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~Light light.cpp /^ Light::~Light(){$/;" f class:vb01::Light
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~Material material.cpp /^ Material::~Material(){$/;" f class:vb01::Material
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~Mesh mesh.cpp /^ Mesh::~Mesh(){$/;" f class:vb01::Mesh
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~Model model.cpp /^ Model::~Model(){}$/;" f class:vb01::Model
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~Node node.cpp /^ Node::~Node(){}$/;" f class:vb01::Node
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~ParticleEmitter particleEmitter.cpp /^ ParticleEmitter::~ParticleEmitter(){}$/;" f class:vb01::ParticleEmitter
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~Text text.cpp /^ Text::~Text(){}$/;" f class:vb01::Text
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~Node node.cpp /^ Node::~Node(){$/;" f class:vb01::Node
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~ParticleEmitter particleEmitter.cpp /^ ParticleEmitter::~ParticleEmitter(){$/;" f class:vb01::ParticleEmitter
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~Shader shader.cpp /^ Shader::~Shader(){}$/;" f class:vb01::Shader
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~Text text.cpp /^ Text::~Text(){$/;" f class:vb01::Text
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~Texture texture.cpp /^ Texture::~Texture(){$/;" f class:vb01::Texture
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@@ -13,7 +13,7 @@ using namespace std;
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namespace vb01{
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Text::Text(string fontPath,string entry){
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string basePath="/home/dominykas/c++/vb01/text.";
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string basePath="../../vb01/text.";
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shader=new Shader(basePath+"vert",basePath+"frag");
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FT_Library ft;
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@@ -47,7 +47,12 @@ namespace vb01{
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setText(entry);
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}
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Text::~Text(){}
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Text::~Text(){
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delete shader;
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glDeleteVertexArrays(1,&VAO);
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glDeleteBuffers(1,&VBO);
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}
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void Text::update(){
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Root *root=Root::getSingleton();
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+5
-2
@@ -8,8 +8,6 @@
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using namespace std;
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namespace vb01{
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/*
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*/
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Texture::Texture(){
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width=800,height=600;
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@@ -104,6 +102,11 @@ namespace vb01{
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}
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Texture::~Texture(){
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glBindTexture(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,0);
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glDeleteTextures(1,&texture);
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}
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void Texture::select(int id){
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glActiveTexture(GL_TEXTURE0+id);
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glBindTexture(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,texture);
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