Merge pull request 'bubbles' (#11) from bubbles into master
Reviewed-on: #11
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commit
13298e75f6
@ -3,28 +3,35 @@
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in vec3 fragPos;
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in vec3 interpNormal;
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in float v_fresnel;
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uniform vec3 cameraPos;
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in vec3 incident;
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uniform samplerCube bubble;
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uniform vec3 lightPos;
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layout (binding = 0) uniform samplerCube tex_map;
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void main()
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{
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float ratio = 1.33 / 1.00;
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vec3 I = normalize(fragPos - cameraPos);
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vec3 Refract = refract(I, normalize(interpNormal), ratio);
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vec3 R = reflect(I, normalize(interpNormal));
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vec3 Reflect = reflect(I, normalize(interpNormal));
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vec3 flip = reflect(normalize(-fragPos), normalize(interpNormal));
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vec4 flipColor = texture( tex_map, flip );
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vec4 refractionColor = texture( tex_map, Refract );
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vec4 reflectionColor = texture( tex_map, R );
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vec4 refractionColor = texture(tex_map, Refract);
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vec4 reflectionColor = texture(tex_map, Reflect);
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//vec4 color = vec4(mix(flipColor,reflectionColor,0).rgb,1.0);
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gl_FragColor = vec4(mix( flipColor,refractionColor,0).rgb,1.0);
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vec4 envColor = vec4(mix( flipColor,refractionColor,0).rgb,0.5);
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vec3 lightDir = normalize(lightPos-fragPos);
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vec3 V = normalize(cameraPos-fragPos);
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vec3 normal = normalize(interpNormal);
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float diffuse = max(0,dot(normal,normalize(lightDir)));
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vec3 R = reflect(-normalize(lightDir),normal);
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float ambient = 0.5;
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float specular = pow(max(0,dot(R,V)),10);
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gl_FragColor = (envColor*(ambient + (1-ambient)*diffuse)+vec4(1)*specular*0.2);
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}
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@ -7,33 +7,19 @@ out vec3 fragPos;
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out vec3 TexCoords;
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out vec3 incident;
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out float v_fresnel;
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uniform vec3 viewPos;
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// Indices of refraction
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const float Air = 1.0;
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const float Glass = 4; //1.51714;//4
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// Air to glass ratio of the indices of refraction (Eta)
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const float Eta = Air / Glass;
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// see http://en.wikipedia.org/wiki/Refractive_index Reflectivity
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const float R0 = ((Air - Glass) * (Air - Glass)) / ((Air + Glass) * (Air + Glass));
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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layout (binding = 0) uniform samplerCube tex_map;
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void main()
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{
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vec4 vertex = modelMatrix * vec4( vertexPosition, 1.0 );
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vec4 camera = vec4( viewPos, 1.0 );
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incident = normalize( vec3( vertex - camera ) );
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v_fresnel = R0 + (1.0 - R0) * pow( (1.0 - dot( -incident, vertexNormal ) ), 5.0);
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interpNormal = mat3(transpose(inverse(modelMatrix))) * vertexNormal;
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fragPos = (modelMatrix * vec4(vertexPosition, 1.0)).xyz;
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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}
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@ -7,7 +7,6 @@
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#include <cmath>
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#include <vector>
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#include <random>
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Texture.h"
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@ -15,15 +14,18 @@
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#include "SOIL/stb_image_aug.h"
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GLuint skyboxProgram, skyboxBuffer;
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GLuint cubeProgram, cubeBuffer;
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GLuint bubbleProgram;
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GLuint programColor;
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GLuint programTexture;
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GLuint textureSubmarine;
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GLuint textureBubble;
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GLuint textureFish;
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unsigned int cubemapTexture, skyboxVAO;
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unsigned int cubeVAO, cubeVBO;
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std::vector<glm::vec3> array[100];
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std::vector<glm::vec3> bubbleArray[300];
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float old_x, old_y = -1;
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glm::vec3 cursorDiff;
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glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -10.f, -1.0f));
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@ -61,39 +63,6 @@ glm::vec3(-15.0f, -8.0f, -6.0f),
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glm::vec3(-18.0f, -10.0f, -10.0f),
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});
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std::random_device rd; // obtain a random number from hardware
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std::mt19937 gen(rd()); // seed the generator
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std::uniform_int_distribution<> distr(-50, 50); // define the range
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std::vector<glm::vec3> genBubbleKeyPoints(){
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float random1 = distr(gen);
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float random2 = distr(gen);
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std::vector<glm::vec3> bubbleKeyPoints({
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glm::vec3(random1 , -50.0f, random2),
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glm::vec3(random1 , 50.0f, random2)
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}
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);
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return bubbleKeyPoints;
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};
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void generateArray() {
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for (int i = 0; i < 100; i++) {
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array[i] = genBubbleKeyPoints();
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}
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}
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std::vector<glm::quat> keyRotation;
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std::vector<Core::Node> fish;
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@ -206,6 +175,28 @@ bool isInBoundaries(glm::vec3 nextPosition) {
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}
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std::random_device rd; // obtain a random number from hardware
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std::mt19937 gen(rd()); // seed the generator
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std::uniform_int_distribution<> distr(-skyboxVerticeParameter, skyboxVerticeParameter); // define the range
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std::vector<glm::vec3> genBubbleKeyPoints() {
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float random1 = distr(gen);
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float random2 = distr(gen);
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std::vector<glm::vec3> bubbleKeyPoints({
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glm::vec3(random1 , -skyboxVerticeParameter, random2),
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glm::vec3(random1 , skyboxVerticeParameter, random2)
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}
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);
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return bubbleKeyPoints;
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};
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void generateBubbleArray() {
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for (int i = 0; i < 300; i++) {
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bubbleArray[i] = genBubbleKeyPoints();
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}
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}
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void keyboard(unsigned char key, int x, int y)
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{
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float angleSpeed = 10.f;
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@ -242,9 +233,6 @@ void keyboard(unsigned char key, int x, int y)
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}
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}
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void mouse(int x, int y)
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{
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if (old_x >= 0) {
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@ -340,8 +328,6 @@ glm::mat4 animationMatrix(float time, glm::vec3 change, std::vector<glm::vec3> k
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void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId, GLuint program)
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{
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
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@ -357,7 +343,6 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin
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}
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void renderScene()
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{
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cameraMatrix = createCameraMatrix();
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@ -376,6 +361,8 @@ void renderScene()
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glm::mat4 submarineInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation;
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@ -389,16 +376,10 @@ void renderScene()
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glm::vec3 change0 = glm::vec3(0, 0, 0);
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for (int j = 0; j < 50; j++) {
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drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, array[j], glm::vec3(0.1f), 0.99f), cubemapTexture, cubeProgram);
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for (int j = 0; j < 100; j++) {
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drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, bubbleArray[j], glm::vec3(0.04f), 0.2f), cubemapTexture, bubbleProgram);
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}
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for (int i = 0; i < 5; i++) {
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if (time > -10) {
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drawObjectTexture(fishContext, animationMatrix(time + 15, change1, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
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@ -408,11 +389,8 @@ void renderScene()
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time -= 6;
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}
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}
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//drawObjectTexture(bubbleContext, submarineInitialTransformation, cubemapTexture, bubbleProgram);
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drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine, programTexture);
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glutSwapBuffers();
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}
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@ -518,7 +496,7 @@ void init()
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programColor = shaderLoader.CreateProgram((char*)"shaders/shader_color.vert", (char*)"shaders/shader_color.frag");
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programTexture = shaderLoader.CreateProgram((char*)"shaders/shader_tex.vert", (char*)"shaders/shader_tex.frag");
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skyboxProgram = shaderLoader.CreateProgram((char*)"shaders/skybox.vert", (char*)"shaders/skybox.frag");
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cubeProgram = shaderLoader.CreateProgram((char*)"shaders/bubble.vert", (char*)"shaders/bubble.frag");
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bubbleProgram = shaderLoader.CreateProgram((char*)"shaders/bubble.vert", (char*)"shaders/bubble.frag");
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cubemapTexture = loadCubemap();
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loadModelToContext("models/submarine.obj", submarineContext);
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@ -532,7 +510,7 @@ void init()
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textureSubmarine = Core::LoadTexture("textures/submarine.png");
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loadModelToContext("models/sphere.obj", bubbleContext);
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textureBubble = Core::LoadTexture("textures/bubble.png");
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generateArray();
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generateBubbleArray();
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initCube();
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initSkybox();
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@ -543,7 +521,7 @@ void shutdown()
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shaderLoader.DeleteProgram(programColor);
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shaderLoader.DeleteProgram(programTexture);
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shaderLoader.DeleteProgram(skyboxProgram);
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shaderLoader.DeleteProgram(cubeProgram);
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shaderLoader.DeleteProgram(bubbleProgram);
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}
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@ -569,11 +547,7 @@ int main(int argc, char** argv)
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glutIdleFunc(idle);
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glutSetCursor(GLUT_CURSOR_NONE);
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glutMainLoop();
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shutdown();
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return 0;
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}
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