feat: delete learnopengl folder

This commit is contained in:
Krzysztof Rudnicki 2023-06-28 19:52:12 +02:00
parent 10f2b747b8
commit 50233bed1a
2536 changed files with 32 additions and 434359 deletions

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"pkief.material-icon-theme", "pkief.material-icon-theme",
"streetsidesoftware.code-spell-checker-polish", "streetsidesoftware.code-spell-checker-polish",
"slevesque.shader", "slevesque.shader",
"ms-vscode.cpptools-themes" "ms-vscode.cpptools-themes",
"twxs.cmake",
"ms-vscode.cmake-tools"
] ]
} }

29
breakout/.clang-tidy Normal file
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---
Checks: 'clang-diagnostic-*,clang-analyzer-*,'
WarningsAsErrors: ''
HeaderFilterRegex: ''
AnalyzeTemporaryDtors: false
FormatStyle: none
User: kuchy
CheckOptions:
llvm-else-after-return.WarnOnConditionVariables: 'false'
modernize-loop-convert.MinConfidence: reasonable
modernize-replace-auto-ptr.IncludeStyle: llvm
modernize-pass-by-value.IncludeStyle: llvm
google-readability-namespace-comments.ShortNamespaceLines: '10'
google-readability-namespace-comments.SpacesBeforeComments: '2'
cppcoreguidelines-non-private-member-variables-in-classes.IgnoreClassesWithAllMemberVariablesBeingPublic: 'true'
google-readability-braces-around-statements.ShortStatementLines: '1'
cert-err33-c.CheckedFunctions: '::aligned_alloc;::asctime_s;::at_quick_exit;::atexit;::bsearch;::bsearch_s;::btowc;::c16rtomb;::c32rtomb;::calloc;::clock;::cnd_broadcast;::cnd_init;::cnd_signal;::cnd_timedwait;::cnd_wait;::ctime_s;::fclose;::fflush;::fgetc;::fgetpos;::fgets;::fgetwc;::fopen;::fopen_s;::fprintf;::fprintf_s;::fputc;::fputs;::fputwc;::fputws;::fread;::freopen;::freopen_s;::fscanf;::fscanf_s;::fseek;::fsetpos;::ftell;::fwprintf;::fwprintf_s;::fwrite;::fwscanf;::fwscanf_s;::getc;::getchar;::getenv;::getenv_s;::gets_s;::getwc;::getwchar;::gmtime;::gmtime_s;::localtime;::localtime_s;::malloc;::mbrtoc16;::mbrtoc32;::mbsrtowcs;::mbsrtowcs_s;::mbstowcs;::mbstowcs_s;::memchr;::mktime;::mtx_init;::mtx_lock;::mtx_timedlock;::mtx_trylock;::mtx_unlock;::printf_s;::putc;::putwc;::raise;::realloc;::remove;::rename;::scanf;::scanf_s;::setlocale;::setvbuf;::signal;::snprintf;::snprintf_s;::sprintf;::sprintf_s;::sscanf;::sscanf_s;::strchr;::strerror_s;::strftime;::strpbrk;::strrchr;::strstr;::strtod;::strtof;::strtoimax;::strtok;::strtok_s;::strtol;::strtold;::strtoll;::strtoul;::strtoull;::strtoumax;::strxfrm;::swprintf;::swprintf_s;::swscanf;::swscanf_s;::thrd_create;::thrd_detach;::thrd_join;::thrd_sleep;::time;::timespec_get;::tmpfile;::tmpfile_s;::tmpnam;::tmpnam_s;::tss_create;::tss_get;::tss_set;::ungetc;::ungetwc;::vfprintf;::vfprintf_s;::vfscanf;::vfscanf_s;::vfwprintf;::vfwprintf_s;::vfwscanf;::vfwscanf_s;::vprintf_s;::vscanf;::vscanf_s;::vsnprintf;::vsnprintf_s;::vsprintf;::vsprintf_s;::vsscanf;::vsscanf_s;::vswprintf;::vswprintf_s;::vswscanf;::vswscanf_s;::vwprintf_s;::vwscanf;::vwscanf_s;::wcrtomb;::wcschr;::wcsftime;::wcspbrk;::wcsrchr;::wcsrtombs;::wcsrtombs_s;::wcsstr;::wcstod;::wcstof;::wcstoimax;::wcstok;::wcstok_s;::wcstol;::wcstold;::wcstoll;::wcstombs;::wcstombs_s;::wcstoul;::wcstoull;::wcstoumax;::wcsxfrm;::wctob;::wctrans;::wctype;::wmemchr;::wprintf_s;::wscanf;::wscanf_s;'
modernize-loop-convert.MaxCopySize: '16'
cert-dcl16-c.NewSuffixes: 'L;LL;LU;LLU'
cert-oop54-cpp.WarnOnlyIfThisHasSuspiciousField: 'false'
cert-str34-c.DiagnoseSignedUnsignedCharComparisons: 'false'
modernize-use-nullptr.NullMacros: 'NULL'
llvm-qualified-auto.AddConstToQualified: 'false'
modernize-loop-convert.NamingStyle: CamelCase
llvm-else-after-return.WarnOnUnfixable: 'false'
google-readability-function-size.StatementThreshold: '1'
google-readability-function-size.LineThreshold: '1'
...

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BasedOnStyle: Google

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#version 330 core
out vec4 FragColor;
in vec3 vertexColor; // from vertex
void main()
{
FragColor = vec4(vertexColor, 1.0);
}

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#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(0.9f, 0.5f, 0.2f, 1.0f);
}

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#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}

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#version 330 core
out vec4 FragColor;
in vec3 vertexColor; // from vertex
void main()
{
FragColor = vec4(vertexColor, 1.0);
}

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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(1.0 - TexCoord.x, TexCoord.y)), 0.2);
}

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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float mixProportions; // set in OGL code
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixProportions);
}

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#version 330 core
out vec4 FragColor;
uniform vec4 ourColor; // set in OGL code
void main()
{
FragColor = ourColor;
}

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#version 330 core
layout (location = 0) in vec3 aPos;
out vec3 vertexColor;
void main()
{
gl_Position = vec4(aPos, 1.0);
vertexColor = vec3(0.5, 0.0, 0.0);
}

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// In your vertex shader:
// ======================
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 ourColor;
uniform float xOffset;
void main()
{
gl_Position = vec4(aPos.x + xOffset, aPos.y, aPos.z, 1.0); // add the xOffset to the x position of the vertex position
ourColor = aColor;
}

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#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
out vec3 vertexColor; // output a color to fragment shader
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
vertexColor = aPos;
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
uniform float xOffset;
void main()
{
gl_Position = vec4(aPos.x + xOffset, aPos.y, aPos.z, 1.0);
ourColor = aColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, -aPos.y, aPos.z, 1.0);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
// position has attribute position 0
layout (location = 1) in vec3 aColor; // color has attribute position 1
out vec3 vertexColor; // output a color to fragment shader
void main()
{
gl_Position = vec4(aPos, 1.0);
vertexColor = aColor;
}

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Gem Match Three by Andrew Tidey
License (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these assets in personal and commercial projects.
Credit to me via name (Andrew Tidey) or link to website (andrewtidey.blogspot.co.uk) is
appreciated but not necessary :)

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Gem Match 3 Set - Andrew Tidey, (andrewtidey.blogspot.co.uk), https://opengameart.org/content/gem-match-3-set

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