Start first task
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166e697630
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10 changed files with 190 additions and 16 deletions
7
.vscode/settings.json
vendored
7
.vscode/settings.json
vendored
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{}
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{
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"files.associations": {
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"bitset": "cpp",
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"chrono": "cpp"
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}
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}
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21
exercise2/glsl/old_sky.frag
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21
exercise2/glsl/old_sky.frag
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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out vec4 color;
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in vec4 clipPos;
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const vec4 horizon = vec4(0.85, 0.85, 0.8, 1.0);
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const vec4 floor = vec4(0.1, 0.1, 0.1, 1.0);
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const vec4 sky = vec4(0.5, 0.6, 0.8, 1.0);
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void main()
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{
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float h = normalize(clipPos.xyz).y;
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if(h < 0)
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color = mix(horizon, floor, pow(-h, 0.5));
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else
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color = mix(horizon, sky, pow(h, 0.9));
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}
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19
exercise2/glsl/old_sky.vert
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exercise2/glsl/old_sky.vert
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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uniform mat4 mvp;
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out vec4 clipPos;
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void main()
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{
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clipPos = vec4( float((gl_VertexID << 1) & 2) - 1.0,
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float((gl_VertexID + 1) & 2) - 1.0,
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float( gl_VertexID & 2) - 1.0,
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1.0);
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gl_Position = mvp * clipPos;
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gl_Position.z = 0.5 * gl_Position.w;
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}
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49
exercise2/glsl/old_terrain.frag
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exercise2/glsl/old_terrain.frag
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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out vec4 color;
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uniform vec3 cameraPos;
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uniform sampler2D background;
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uniform vec2 screenSize;
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const vec3 dirToLight = normalize(vec3(1, 3, 1));
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//Calculates the visible surface color based on the Blinn-Phong illumination model
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vec4 calculateLighting(vec4 materialColor, float specularIntensity, vec3 normalizedNormal, vec3 directionToViewer)
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{
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vec4 color = materialColor;
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vec3 h = normalize(dirToLight + directionToViewer);
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color.xyz *= 0.9 * max(dot(normalizedNormal, dirToLight), 0) + 0.1;
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color.xyz += specularIntensity * pow(max(dot(h, normalizedNormal), 0), 50);
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return color;
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}
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vec4 getBackgroundColor()
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{
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return texture(background, gl_FragCoord.xy / screenSize);
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}
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void main()
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{
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//surface geometry
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vec3 n = vec3(0, 1, 0);
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vec3 dirToViewer = vec3(0, 1, 0);
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//material properties
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color = vec4(0.6, 0.6, 0.6, 1);
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float specular = 0;
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//Calculate light
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color = calculateLighting(color, specular, n, dirToViewer);
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}
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58
exercise2/glsl/old_terrain.vert
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exercise2/glsl/old_terrain.vert
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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in vec4 position;
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uniform mat4 mvp;
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//Returns the height of the procedural terrain at a given xz position
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float getTerrainHeight(vec2 p);
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void main()
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{
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gl_Position = mvp * position;
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}
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//source: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
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float rand(vec2 c)
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{
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return 2 * fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453) - 1;
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}
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float perlinNoise(vec2 p )
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{
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vec2 ij = floor(p);
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vec2 xy = p - ij;
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//xy = 3.*xy*xy-2.*xy*xy*xy;
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xy = .5*(1.-cos(3.1415926 * xy));
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float a = rand((ij+vec2(0.,0.)));
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float b = rand((ij+vec2(1.,0.)));
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float c = rand((ij+vec2(0.,1.)));
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float d = rand((ij+vec2(1.,1.)));
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float x1 = mix(a, b, xy.x);
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float x2 = mix(c, d, xy.x);
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return mix(x1, x2, xy.y);
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}
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//based on https://www.seedofandromeda.com/blogs/58-procedural-heightmap-terrain-generation
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float getTerrainHeight(vec2 p)
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{
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float total = 0.0;
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float maxAmplitude = 0.0;
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float amplitude = 1.0;
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float frequency = 0.02;
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for (int i = 0; i < 11; i++)
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{
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total += ((1.0 - abs(perlinNoise(p * frequency))) * 2.0 - 1.0) * amplitude;
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frequency *= 2.0;
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maxAmplitude += amplitude;
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amplitude *= 0.45;
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}
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return 15 * total / maxAmplitude;
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}
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#version 330
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// This source code is property of the Computer Graphics and Visualization
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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out vec4 color;
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out vec4 color;
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#version 330
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// This source code is property of the Computer Graphics and Visualization
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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uniform mat4 mvp;
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uniform mat4 mvp;
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// This source code is property of the Computer Graphics and Visualization
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#version 330
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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out vec4 color;
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out vec4 color;
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// This source code is property of the Computer Graphics and Visualization
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#version 330
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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in vec4 position;
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in vec4 position;
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/*Generate positions and indices for a terrain patch with a
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/*Generate positions and indices for a terrain patch with a
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single triangle strip */
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single triangle strip */
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for (int i = 0; i < PATCH_SIZE; i++) {
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for (int j = 0; j < PATCH_SIZE; j++) {
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positions.emplace_back((float)i, (float)j, 0.0f, 1.0f);
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}
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}
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// full x direction, we skip x = 255 inside the loop
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// decrease y direction by 1
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int count = (PATCH_SIZE) * (PATCH_SIZE-1);
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for (int k = 0; k < count; k++) {
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// skip creating triangles on last x in row
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int end_of_x = k % (PATCH_SIZE-1);
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if (end_of_x == 0) {
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continue;
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}
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indices.emplace_back(k);
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indices.emplace_back(k + PATCH_SIZE);
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indices.emplace_back(k + PATCH_SIZE + 1);
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indices.emplace_back(k + 1);
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}
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terrainShader.bind();
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terrainShader.bind();
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terrainPositions.uploadData(positions).bindToAttribute("position");
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terrainPositions.uploadData(positions).bindToAttribute("position");
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terrainIndices.uploadData(indices.size() * sizeof(uint32_t), indices.data());
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terrainIndices.uploadData(indices.size() * sizeof(uint32_t), indices.data());
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//textures
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//textures
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grassTexture = CreateTexture((unsigned char*)grass_jpg, grass_jpg_size);
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grassTexture = CreateTexture((unsigned char*)grass_jpg, grass_jpg_size);
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rockTexture = CreateTexture((unsigned char*)rock_jpg, rock_jpg_size);
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rockTexture = CreateTexture((unsigned char*)rock_jpg, rock_jpg_size);
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terrainShader.setUniform("cameraPos", cameraPosition, false);
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terrainShader.setUniform("cameraPos", cameraPosition, false);
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/* Task: Render the terrain */
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/* Task: Render the terrain */
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glPrimitiveRestartIndex(256);
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glDrawElements(GL_TRIANGLE_STRIP, (PATCH_SIZE-1) * (PATCH_SIZE-1), GL_UNSIGNED_INT, 0);
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//Render text
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//Render text
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nvgBeginFrame(mNVGContext, width(), height(), mPixelRatio);
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nvgBeginFrame(mNVGContext, width(), height(), mPixelRatio);
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