refactor: extract gfx functions
This commit is contained in:
parent
37025fbb09
commit
4795d88b91
88
src/gfx.cpp
88
src/gfx.cpp
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@ -2,8 +2,52 @@
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#include <iostream>
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#include <iostream>
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#include "io.hpp"
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#include "io.hpp"
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const int WIDTH = 640;
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const int HEIGHT = 480;
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const float ASPECT = (float)WIDTH / (float)HEIGHT;
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// Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
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// Returns 0 for success, and -1 for any failure.
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// Failures are printed to STDERR.
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int initGraphics(GLFWwindow** window, const std::string& title)
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{
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// Set up GLFW, OpenGL and GLEW.
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if (!glfwInit())
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{
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
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}
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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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*window = glfwCreateWindow(WIDTH, HEIGHT, title.c_str(), NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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std::cerr << "Failed to open window with GLFW" << std::endl;
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return -1;
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}
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glfwMakeContextCurrent(*window);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cerr << "Failed to initialize GLEW" << std::endl;
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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return 0;
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}
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GLuint compileShader(const std::string& shaderPath, GLenum shaderType)
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GLuint compileShader(const std::string& shaderPath, GLenum shaderType)
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{
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{
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GLuint shader;
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GLuint shader;
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@ -56,3 +100,47 @@ GLuint compileShaderProgram(const std::string& fragShaderPath)
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return shaderProgram;
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return shaderProgram;
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}
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}
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void updateProjectionMatrix(GLuint shaderProgram)
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{
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float left = -ASPECT, right = ASPECT, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0;
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glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far);
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GLint projectionLocation = getShaderUniformLocation(shaderProgram, "_Projection");
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glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, &projection[0][0]);
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}
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void updateModelMatrix(GLuint shaderProgram, float time)
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{
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constexpr float angle = glm::radians(10.0);
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glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0);
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glm::mat4 model = glm::rotate(glm::mat4(1.0), angle * time, axis);
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GLint modelLocation = getShaderUniformLocation(shaderProgram, "_Model");
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glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]);
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}
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void updateViewMatrix(GLuint shaderProgram)
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{
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glm::mat4 view = glm::mat4(1.0);
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GLint viewLocation = getShaderUniformLocation(shaderProgram, "_View");
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glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]);
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}
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void updateModelViewProjectionMatrix(GLuint shaderProgram, float time)
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{
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// Calculate matrices
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updateProjectionMatrix(shaderProgram);
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updateModelMatrix(shaderProgram, time);
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updateViewMatrix(shaderProgram);
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}
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GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName)
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{
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GLint location = glGetUniformLocation(shaderProgram, uniformName.c_str());
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if (location == -1)
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{
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std::cerr << "Could not find uniform: " << uniformName << std::endl;
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return -1;
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}
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return location;
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}
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13
src/gfx.hpp
13
src/gfx.hpp
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@ -3,6 +3,19 @@
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#include <string>
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#include <string>
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#include "GL/glew.h"
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#include "GL/glew.h"
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#include <GLFW/glfw3.h>
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extern const int WIDTH;
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extern const int HEIGHT;
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extern const float ASPECT;
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int initGraphics(GLFWwindow** window, const std::string& title);
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GLuint compileShaderProgram(const std::string& fragShaderPath);
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GLuint compileShaderProgram(const std::string& fragShaderPath);
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GLuint compileShader(const std::string& shaderPath, GLenum shaderType);
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GLuint compileShader(const std::string& shaderPath, GLenum shaderType);
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GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName);
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void updateProjectionMatrix(GLuint shaderProgram);
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void updateModelMatrix(GLuint shaderProgram, float time);
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void updateViewMatrix(GLuint shaderProgram);
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void updateModelViewProjectionMatrix(GLuint shaderProgram, float time);
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105
src/main.cpp
105
src/main.cpp
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@ -35,120 +35,17 @@
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// cmake ..
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// cmake ..
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// cmake --build .
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// cmake --build .
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <string>
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#include "gfx.hpp"
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#include "gfx.hpp"
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#include "icosphere.hpp"
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#include "icosphere.hpp"
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#include "orbit.hpp"
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#include "orbit.hpp"
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#include <cmath>
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#include "astro/twoBodyMethods.hpp"
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const int WIDTH = 640;
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const int HEIGHT = 480;
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const float ASPECT = (float)WIDTH / (float)HEIGHT;
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// Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
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// Returns 0 for success, and -1 for any failure.
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// Failures are printed to STDERR.
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int initGraphics(GLFWwindow** window)
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{
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// Set up GLFW, OpenGL and GLEW.
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if (!glfwInit())
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{
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
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}
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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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*window = glfwCreateWindow(WIDTH, HEIGHT, "Hello Astro", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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std::cerr << "Failed to open window with GLFW" << std::endl;
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return -1;
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}
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glfwMakeContextCurrent(*window);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cerr << "Failed to initialize GLEW" << std::endl;
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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return 0;
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}
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GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName)
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{
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GLint location = glGetUniformLocation(shaderProgram, uniformName.c_str());
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if (location == -1)
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{
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std::cerr << "Could not find uniform: " << uniformName << std::endl;
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return -1;
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}
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return location;
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}
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void updateProjectionMatrix(GLuint shaderProgram)
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{
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float left = -ASPECT, right = ASPECT, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0;
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glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far);
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GLint projectionLocation = getShaderUniformLocation(shaderProgram, "_Projection");
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glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, &projection[0][0]);
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}
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void updateModelMatrix(GLuint shaderProgram, float time)
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{
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constexpr float angle = glm::radians(10.0);
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glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0);
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glm::mat4 model = glm::rotate(glm::mat4(1.0), angle * time, axis);
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GLint modelLocation = getShaderUniformLocation(shaderProgram, "_Model");
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glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]);
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}
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void updateViewMatrix(GLuint shaderProgram)
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{
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glm::mat4 view = glm::mat4(1.0);
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GLint viewLocation = getShaderUniformLocation(shaderProgram, "_View");
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glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]);
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}
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void updateModelViewProjectionMatrix(GLuint shaderProgram, float time)
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{
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// Calculate matrices
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updateProjectionMatrix(shaderProgram);
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updateModelMatrix(shaderProgram, time);
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updateViewMatrix(shaderProgram);
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}
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int main()
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int main()
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{
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{
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// Calculate period of ISS orbit around the Earth
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const float semiMajorAxis = 6738000;
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const float gravitationalParameter = 3.986e14;
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float period = astro::computeKeplerOrbitalPeriod(semiMajorAxis, gravitationalParameter);
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period /= 60.0;
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std::cout << period << std::endl;
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glm::vec3 v(0.0, 1.0, 2.0);
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std::cout << "(" << v.x << ", " << v.y << ", " << v.z << ")" << std::endl;
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GLFWwindow* window = nullptr;
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GLFWwindow* window = nullptr;
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if (initGraphics(&window) != 0)
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if (initGraphics(&window, "Hello Astro") != 0)
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return -1;
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return -1;
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GLuint litProgram = compileShaderProgram("./frag_lit.glsl");
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GLuint litProgram = compileShaderProgram("./frag_lit.glsl");
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