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https://github.com/JoeyDeVries/LearnOpenGL.git
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Change CMakeLists.txt to add 2d_game project, and added irrKlang to LIBS.
Added irrKlang.dll and ikpMP2.dll to dlls folder. Added irrKlang as a sub-folder under includes. Added irrKlang.lib to lib folder. At this point running cmake gave an error it couldn't find source files under 2d_game. Moved 2d_game source up one folder level, then cmake found the files.
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125
src/7.in_practice/3.2d_game/progress/2.program.cpp
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125
src/7.in_practice/3.2d_game/progress/2.program.cpp
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/*******************************************************************
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** This code is part of Breakout.
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**
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** Breakout is free software: you can redistribute it and/or modify
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** it under the terms of the CC BY 4.0 license as published by
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** Creative Commons, either version 4 of the License, or (at your
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** option) any later version.
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******************************************************************/
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "game.h"
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#include "resource_manager.h"
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#include <iostream>
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// GLFW function declerations
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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// The Width of the screen
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const unsigned int SCREEN_WIDTH = 800;
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// The height of the screen
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const unsigned int SCREEN_HEIGHT = 600;
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Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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int main(int argc, char *argv[])
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{
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glfwInit();
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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glfwWindowHint(GLFW_RESIZABLE, false);
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GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glfwSetKeyCallback(window, key_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// OpenGL configuration
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// --------------------
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// initialize game
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// ---------------
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Breakout.Init();
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// deltaTime variables
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// -------------------
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// start game within menu state
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// ----------------------------
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Breakout.State = GAME_MENU;
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while (!glfwWindowShouldClose(window))
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{
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// calculate delta time
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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// manage user input
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// -----------------
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Breakout.ProcessInput(deltaTime);
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// update game state
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// -----------------
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Breakout.Update(deltaTime);
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// render
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// ------
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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glfwSwapBuffers(window);
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}
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// delete all resources as loaded using the resource manager
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// ---------------------------------------------------------
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ResourceManager::Clear();
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glfwTerminate();
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return 0;
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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// when a user presses the escape key, we set the WindowShouldClose property to true, closing the application
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (key >= 0 && key < 1024)
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{
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if (action == GLFW_PRESS)
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Breakout.Keys[key] = true;
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else if (action == GLFW_RELEASE)
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Breakout.Keys[key] = false;
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}
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}
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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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}
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