generated from AfonsoCMSousa/CPP-OpenGLTemplate
feat: COLISIONS AND RADIUS INCLUDED
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+5
-9
@@ -20,13 +20,13 @@ const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
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const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
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const char PROGRAM_NAME[] = "Particle Sim";
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const unsigned int THREAD_COUNT = 8;
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const unsigned int THREAD_COUNT = 1;
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const unsigned int SCR_WIDTH = 1920;
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const unsigned int SCR_HEIGHT = 1080;
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const char *glsl_version;
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const unsigned int PARTICLE_COUNT = 2000;
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const unsigned int PARTICLE_COUNT = 3;
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GLFWwindow *window;
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unsigned int VBO, VAO;
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@@ -220,13 +220,9 @@ int main() {
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if (particles == NULL) {
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snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n");
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} else {
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for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) {
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float x = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random x between -1 and 1
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float y = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random y between -1 and 1
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float z = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random z between -1 and 1
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particles[i] = particle_init({x, 2, z}, {1.0f, 0.5f, 0.2f, 1.0f});
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}
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particles[0] = particle_init({1.000001f, 1.0f, 0.97f}, {1.0f, 0.0f, 0.0f, 255.0f});
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particles[1] = particle_init({1.0f, 1.2f, 1.0f}, {0.0f, 1.0f, 0.0f, 255.0f});
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particles[2] = particle_init({0.99995f, 1.4f, 1.004f}, {0.0f, 0.0f, 1.0f, 255.0f});
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}
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float current_time;
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