debug work in shaders
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.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -13,6 +13,7 @@
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"stb_ds.h": "c",
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"threadpool.h": "c",
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"electrosphere_fluidsim.h": "c",
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"type_traits": "c"
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"type_traits": "c",
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"mainfunctions.h": "c"
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}
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}
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@ -160,7 +160,9 @@ public class FluidSim {
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static double lastTime = 0;
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public static void simChunks(FluidSim[][][] simArray, int step, float timestep){
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// simArray[0][1][2].density0ArrayView[5] = 3.0f;
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simArray[0][1][2].density0ArrayView[IX(10,10,3)] = 3.0f;
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simArray[2][1][2].density0ArrayView[IX(10,10,3)] = 3.0f;
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simArray[2][1][0].density0ArrayView[IX(10,10,3)] = 3.0f;
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List<FluidSim> chunksToSim = new LinkedList<FluidSim>();
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//
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@ -10,6 +10,7 @@ vec3 dLDiffuse = vec3(0.5,0.5,0.5);
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in vec3 FragPos;
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in vec3 Normal;
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in vec3 rawPos;
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uniform vec3 viewPos;
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@ -26,7 +27,15 @@ void main(){
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vec3 lightAmount = CalcDirLight(norm, viewDir);
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vec3 color = vec3(0.3,0.7,0.9) * lightAmount;
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vec3 color = vec3(0.3,0.7,0.9);
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if(
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rawPos.x < 2 || rawPos.x > 16 ||
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rawPos.y < 2 || rawPos.y > 16 ||
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rawPos.z < 2 || rawPos.z > 16
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){
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color = vec3(0.9,0.7,0.3);
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}
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color = color * lightAmount;
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//this final calculation is for transparency
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FragColor = vec4(color,1.0);
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@ -16,6 +16,7 @@ uniform mat4 projection;
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//output buffers
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out vec3 Normal;
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out vec3 FragPos;
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out vec3 rawPos;
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@ -29,6 +30,7 @@ void main() {
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//push frag, normal, and texture positions to fragment shader
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FragPos = vec3(model * FinalVertex);
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Normal = mat3(transpose(inverse(model))) * aNormal;
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rawPos = aPos;
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//set final position with opengl space
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