@@ -86,7 +86,6 @@ int main()
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Shader ourShader (" sky.vert" , " sky.frag" );
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Shader postShader (" tex.vert" , " tex.frag" );
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Shader upscaleShader (" upscale.vert" , " upscale.frag" );
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- Shader atmoShader (" atmo.vert" , " atmo.frag" );
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// Set up vertex data (and buffer(s)) and attribute pointers
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GLfloat vertices[] = {
@@ -156,22 +155,7 @@ int main()
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glBindFramebuffer (GL_FRAMEBUFFER, subbuffer);
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glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, subbuffertex, 0 );
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-
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- // small buffer for rendering sky background//should be removed and incorporated into sky
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- GLuint skyfbo, skytex;
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-
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- glGenFramebuffers (1 , &skyfbo);
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- glGenTextures (1 , &skytex);
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- glBindTexture (GL_TEXTURE_2D, skytex);
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- glTexImage2D (GL_TEXTURE_2D, 0 , GL_RGB, WIDTH/downscale, HEIGHT/downscale, 0 , GL_RGB, GL_UNSIGNED_BYTE, NULL );
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- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- glBindTexture (GL_TEXTURE_2D, 0 );
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-
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- glBindFramebuffer (GL_FRAMEBUFFER, skyfbo);
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- glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skytex, 0 );
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-
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- glBindFramebuffer (GL_FRAMEBUFFER, 0 );
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+ glBindFramebuffer (GL_FRAMEBUFFER, 0 );
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// setup noise textures
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GLuint curltex, worltex, perlworltex, weathertex;
@@ -240,7 +224,6 @@ int main()
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GLuint worluniform = glGetUniformLocation (ourShader.Program , " worl" );
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GLuint curluniform = glGetUniformLocation (ourShader.Program , " curl" );
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GLuint weatheruniform = glGetUniformLocation (ourShader.Program , " weather" );
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- GLuint atmosphereuniform = glGetUniformLocation (ourShader.Program , " atmosphere" );
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upscaleShader.Use ();
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GLuint upuniformMatrix = glGetUniformLocation (upscaleShader.Program , " MVPM" );
@@ -250,12 +233,6 @@ int main()
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GLuint updownscale = glGetUniformLocation (upscaleShader.Program , " downscale" );
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GLuint buffuniform = glGetUniformLocation (upscaleShader.Program , " buff" );
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GLuint ponguniform = glGetUniformLocation (upscaleShader.Program , " pong" );
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-
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- atmoShader.Use ();
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- GLuint atmotimeu = glGetUniformLocation (atmoShader.Program , " time" );
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- GLuint atmochecku = glGetUniformLocation (atmoShader.Program , " check" );
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- GLuint atmoresolution = glGetUniformLocation (atmoShader.Program , " resolution" );
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- GLuint atmouniformMatrix = glGetUniformLocation (atmoShader.Program , " MVPM" );
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// Game loop
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int check = 0 ;
@@ -286,25 +263,7 @@ int main()
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std::cout<<err<<std::endl;
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}
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- /*
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- glBindFramebuffer(GL_FRAMEBUFFER, skyfbo);
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- glViewport(0, 0, WIDTH/downscale, HEIGHT/downscale);
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-
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- atmoShader.Use();
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-
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- glUniformMatrix4fv(atmouniformMatrix, 1, GL_FALSE, glm::value_ptr(MVPM));
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- glUniform1f(atmotimeu, timePassed);
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- glUniform2f(atmoresolution, float(WIDTH/downscale), float(HEIGHT/downscale));
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-
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- glBindVertexArray(VAO);
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- glDrawArrays(GL_TRIANGLES, 0, 3);
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- glBindVertexArray(0);
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-
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- glActiveTexture(GL_TEXTURE0);
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- glBindTexture(GL_TEXTURE_2D, skytex);
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- glGenerateMipmap(GL_TEXTURE_2D);
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- */
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-
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+
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// Write to quarter scale buffer
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glBindFramebuffer (GL_FRAMEBUFFER, subbuffer);
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glViewport (0 , 0 , WIDTH/downscale, HEIGHT/downscale);
@@ -322,7 +281,6 @@ int main()
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glUniform1i (worluniform, 1 );
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glUniform1i (curluniform, 2 );
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glUniform1i (weatheruniform, 3 );
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- glUniform1i (atmosphereuniform, 4 );
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glActiveTexture (GL_TEXTURE0);
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glBindTexture (GL_TEXTURE_3D, perlworltex);
@@ -332,8 +290,6 @@ int main()
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glBindTexture (GL_TEXTURE_2D, curltex);
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glActiveTexture (GL_TEXTURE3);
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glBindTexture (GL_TEXTURE_2D, weathertex);
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- glActiveTexture (GL_TEXTURE4);
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- glBindTexture (GL_TEXTURE_2D, skytex);
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glBindVertexArray (VAO);
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glDrawArrays (GL_TRIANGLES, 0 , 3 );
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