优化体验及性能 #3
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@ -0,0 +1,3 @@
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build
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build-noblending
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.vscode
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@ -14,10 +14,16 @@
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## Building instructions for Debian Linux distribution series(tested on Debian 12.5 stable):
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### Dependences package install:
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* on debian
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```bash
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sudo apt install libwayland-dev libx11-dev libxkbcommon-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev
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```
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* on archlinux
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If you have been using GUI on archlinux, you shouldn't install any.
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Or you shoud install Desktop Environment.
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### Clone and Build:
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```bash
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git clone https://git.suthby.org:2024/SuthbyPublic/JungleOpenSourceProjectRepo.git --recurse-submodules
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178
test/main.cpp
178
test/main.cpp
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@ -11,11 +11,26 @@
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#include "camera.h"
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#include <iostream>
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#include <pthread.h>
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#ifdef __linux__
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#include <unistd.h>
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#endif
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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void focus_callback(GLFWwindow *window, int focused);
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void processInput(GLFWwindow *window);
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void delay_fps(int fps, int render_time_us);
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void *getting_fps(void *window);
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bool running = true;
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bool pausing = false;
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bool just_dispaused = false;
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// settings
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const unsigned int SCR_WIDTH = 854;
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@ -31,6 +46,22 @@ bool firstMouse = true;
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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// focuse controlling
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bool window_focused = false;
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// window managing
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int curr_width;
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int curr_height;
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int curr_x;
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int curr_y;
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// monitors controlling
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int monitor_count;
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GLFWmonitor **monitors;
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// fps control
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int fps;
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int main()
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{
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// std::cout << "debug";
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@ -40,7 +71,8 @@ int main()
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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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// glEnable(GL_BLEND);
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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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@ -55,10 +87,17 @@ int main()
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glfwTerminate();
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return -1;
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}
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monitors = glfwGetMonitors(&monitor_count);
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pthread_t thr_getting_fps;
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pthread_create(&thr_getting_fps, nullptr, getting_fps, window);
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetWindowFocusCallback(window, focus_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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@ -73,8 +112,6 @@ int main()
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// configure global opengl state
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// -----------------------------
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
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// glEnable(GL_DEPTH_TEST);
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// build and compile our shader zprogram
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@ -247,8 +284,10 @@ int main()
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// render loop
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// -----------
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// glfwSetCursorPos(window, curr_x + curr_width / 2, curr_y + curr_height / 2);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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@ -296,27 +335,19 @@ int main()
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// glDepthMask(GL_FALSE);
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// render transparent objects with blending enabled
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// for (unsigned int i = 5; i < 10; i++)
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// {
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// ourShader.setIVec2("index", cubeTextures[i]);
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// // calculate the model matrix for each object and pass it to shader before drawing
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// glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
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// model = glm::translate(model, glm::vec3(cubePositions[i]));
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// ourShader.setMat4("model", model);
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// glDrawArrays(GL_TRIANGLES, 0, 36);
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// }
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// glDisable(GL_BLEND);
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// glDisable(GL_DEPTH_TEST);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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float renderTime = static_cast<float>(glfwGetTime()) - lastFrame;
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delay_fps(fps, (int)(renderTime * 1000 * 1000));
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}
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running = false;
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glDisable(GL_DEPTH_TEST);
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// optional: de-allocate all resources once they've outlived their purpose:
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@ -332,10 +363,28 @@ int main()
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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bool ESC_KEY_PRESSED = false;
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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int esc_key_evetype = glfwGetKey(window, GLFW_KEY_ESCAPE);
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if (!ESC_KEY_PRESSED && esc_key_evetype == GLFW_PRESS)
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{
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ESC_KEY_PRESSED = true;
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pausing = !pausing;
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if (!pausing)
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just_dispaused = true;
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if (!pausing)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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else
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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else if (esc_key_evetype == GLFW_RELEASE)
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{
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ESC_KEY_PRESSED = false;
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}
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if (pausing)
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return;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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@ -350,7 +399,6 @@ void processInput(GLFWwindow *window)
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camera.ProcessKeyboard(UP, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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camera.ProcessKeyboard(DOWN, deltaTime);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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@ -359,16 +407,39 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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curr_width = width;
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curr_height = height;
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if ((double)width / height > (double)SCR_WIDTH / SCR_HEIGHT)
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{ // When profiled screen size rate less than new size
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int vpwidth = width;
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int vpheight = width * SCR_HEIGHT / SCR_WIDTH;
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glViewport(0, -(vpheight - height) / 2, vpwidth, vpheight);
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}
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else
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{ // or more than
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int vpheight = height;
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int vpwidth = height * SCR_WIDTH / SCR_HEIGHT;
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glViewport(-(vpwidth - width) / 2, 0, vpwidth, vpheight);
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}
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
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{
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if (pausing)
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return;
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float xpos = static_cast<float>(xposIn);
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float ypos = static_cast<float>(yposIn);
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if (just_dispaused)
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{
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lastX = xpos;
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lastY = ypos;
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just_dispaused = false;
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}
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if (firstMouse)
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{
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lastX = xpos;
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@ -391,3 +462,66 @@ void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(static_cast<float>(yoffset));
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}
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void focus_callback(GLFWwindow *window, int focused)
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{
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if (focused)
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{
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window_focused = true;
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}
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else
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{
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window_focused = false;
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pausing = true;
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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void *getting_fps(void *_window)
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{
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GLFWwindow *window = static_cast<GLFWwindow *>(_window);
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while (running)
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{
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glfwGetWindowPos(window, &curr_x, &curr_y);
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glfwGetWindowSize(window, &curr_width, &curr_height);
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// get current monitor's scale
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int on_which = -1;
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GLFWvidmode *vmode;
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for (int i = 0; i < monitor_count; i++)
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{
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int monx, mony;
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glfwGetMonitorPos(monitors[i], &monx, &mony);
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GLFWvidmode *mode = const_cast<GLFWvidmode *>(glfwGetVideoMode(monitors[i]));
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if (curr_x >= monx && curr_x < mode->width && curr_y >= mony && curr_y < mode->height)
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{
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on_which = i;
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vmode = mode;
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break;
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}
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}
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if (on_which != -1)
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{
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fps = vmode->refreshRate;
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}
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#ifdef __linux__
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usleep(1000);
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#endif
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#ifdef _WIN32
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Sleep(1);
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#endif
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}
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std::cout << std::endl;
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return nullptr;
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}
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void delay_fps(int fps, int render_time_us)
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{
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#ifdef __linux__
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int del = 1000 * 1000 / fps;
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usleep(del - render_time_us);
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#endif
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#ifdef _WIN32
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int del = 1000 / fps;
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Sleep(del - render_time_us / 1000);
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#endif
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}
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