Mise à jour du dépôt en fonction du .gitignore

This commit is contained in:
Troispoils 2024-02-25 22:05:47 +01:00
parent 4a59748e67
commit 7fb6345839
196 changed files with 2 additions and 5248 deletions

2
.gitignore vendored
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@ -1,6 +1,8 @@
# Output # Output
[Bb]uild/ [Bb]uild/
[Pp]ublish/ [Pp]ublish/
[Oo]bj/
[Bb]in/
# Project/editor files # Project/editor files
.vs/ .vs/

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// <autogenerated />
using System;
using System.Reflection;
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//------------------------------------------------------------------------------
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//
// Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si
// le code est régénéré.
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//------------------------------------------------------------------------------
using System;
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global using global::System.IO;
global using global::System.Linq;
global using global::System.Net.Http;
global using global::System.Threading;
global using global::System.Threading.Tasks;

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@ -1,8 +0,0 @@
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void main() {
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@ -1,14 +0,0 @@
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layout (location = 1) in vec3 aColor;
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gl_Position = projection * view * vec4(aPosition, 1.0);
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#version 330 core
out vec4 FragColor;
//In order to calculate some basic lighting we need a few things per model basis, and a few things per fragment basis:
uniform vec3 objectColor; //The color of the object.
uniform vec3 lightColor; //The color of the light.
uniform vec3 lightPos; //The position of the light.
uniform vec3 viewPos; //The position of the view and/or of the player.
uniform vec4 lineColor;
uniform sampler2D texture0;
in vec3 Normal; //The normal of the fragment is calculated in the vertex shader.
in vec3 FragPos; //The fragment position.
in vec4 Color;
void main()
{
//The ambient color is the color where the light does not directly hit the object.
//You can think of it as an underlying tone throughout the object. Or the light coming from the scene/the sky (not the sun).
float ambientStrength = 1;
vec4 textureColor = Color;
vec3 ambient = ambientStrength * lightColor * textureColor;
//We calculate the light direction, and make sure the normal is normalized.
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos); //Note: The light is pointing from the light to the fragment
//The diffuse part of the phong model.
//This is the part of the light that gives the most, it is the color of the object where it is hit by light.
float diff = max(dot(norm, lightDir), 0.0); //We make sure the value is non negative with the max function.
vec3 diffuse = diff * lightColor;
//The specular light is the light that shines from the object, like light hitting metal.
//The calculations are explained much more detailed in the web version of the tutorials.
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); //The 32 is the shininess of the material.
vec3 specular = specularStrength * spec * lightColor;
//At last we add all the light components together and multiply with the color of the object. Then we set the color
//and makes sure the alpha value is 1
vec3 result = (ambient + diffuse + specular) * objectColor * textureColor;
FragColor = lineColor * vec4(result, 1.0);
//Note we still use the light color * object color from the last tutorial.
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}

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@ -1,17 +0,0 @@
#version 330
out vec4 outputColor;
uniform vec3 viewPos;
in vec4 Color;
in vec4 FarColor;
in vec3 FragPos;
void main()
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float distance = length(viewPos - FragPos);
float interpolationFactor = clamp(distance / 1000, 0.0, 1.0);
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@ -1,20 +0,0 @@
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layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec4 aColorFar;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 FragPos;
out vec4 Color;
out vec4 FarColor;
void main()
{
gl_Position = vec4(aPos, 1.0) * model * view * projection;
FragPos = vec3(vec4(aPos, 1.0) * model);
Color = aColor;
FarColor = aColorFar;
}

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@ -1,4 +0,0 @@
// <autogenerated />
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//
// Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si
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@ -1,8 +0,0 @@
// <auto-generated/>
global using global::System;
global using global::System.Collections.Generic;
global using global::System.IO;
global using global::System.Linq;
global using global::System.Net.Http;
global using global::System.Threading;
global using global::System.Threading.Tasks;

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<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.DeploymentItemAttribute.#ctor(System.String,System.String)">
<summary>
Initializes a new instance of the <see cref="T:Microsoft.VisualStudio.TestTools.UnitTesting.DeploymentItemAttribute"/> class
</summary>
<param name="path">The relative or absolute path to the file or directory to deploy. The path is relative to the build output directory. The item will be copied to the same directory as the deployed test assemblies.</param>
<param name="outputDirectory">The path of the directory to which the items are to be copied. It can be either absolute or relative to the deployment directory. All files and directories identified by <paramref name="path"/> will be copied to this directory.</param>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.DeploymentItemAttribute.Path">
<summary>
Gets the path of the source file or folder to be copied.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.DeploymentItemAttribute.OutputDirectory">
<summary>
Gets the path of the directory to which the item is copied.
</summary>
</member>
<member name="T:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext">
<summary>
Used to store information that is provided to unit tests.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.Properties">
<summary>
Gets test properties for a test.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.CancellationTokenSource">
<summary>
Gets or sets the cancellation token source. This token source is canceled when test times out. Also when explicitly canceled the test will be aborted
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestRunDirectory">
<summary>
Gets base directory for the test run, under which deployed files and result files are stored.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.DeploymentDirectory">
<summary>
Gets directory for files deployed for the test run. Typically a subdirectory of <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestRunDirectory"/>.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.ResultsDirectory">
<summary>
Gets base directory for results from the test run. Typically a subdirectory of <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestRunDirectory"/>.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestRunResultsDirectory">
<summary>
Gets directory for test run result files. Typically a subdirectory of <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.ResultsDirectory"/>.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestResultsDirectory">
<summary>
Gets directory for test result files.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestDir">
<summary>
Gets base directory for the test run, under which deployed files and result files are stored.
Same as <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestRunDirectory"/>. Use that property instead.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestDeploymentDir">
<summary>
Gets directory for files deployed for the test run. Typically a subdirectory of <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestRunDirectory"/>.
Same as <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.DeploymentDirectory"/>. Use that property instead.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestLogsDir">
<summary>
Gets directory for test run result files. Typically a subdirectory of <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.ResultsDirectory"/>.
Same as <see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestRunResultsDirectory"/>. Use that property for test run result files, or
<see cref="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestResultsDirectory"/> for test-specific result files instead.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.FullyQualifiedTestClassName">
<summary>
Gets the Fully-qualified name of the class containing the test method currently being executed
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.ManagedType">
<summary>
Gets the fully specified type name metadata format.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.ManagedMethod">
<summary>
Gets the fully specified method name metadata format.
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.TestName">
<summary>
Gets the name of the test method currently being executed
</summary>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.CurrentTestOutcome">
<summary>
Gets the current test outcome.
</summary>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.AddResultFile(System.String)">
<summary>
Adds a file name to the list in TestResult.ResultFileNames
</summary>
<param name="fileName">
The file Name.
</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.Write(System.String)">
<summary>
Used to write trace messages while the test is running
</summary>
<param name="message">formatted message string</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.Write(System.String,System.Object[])">
<summary>
Used to write trace messages while the test is running
</summary>
<param name="format">format string</param>
<param name="args">the arguments</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.WriteLine(System.String)">
<summary>
Used to write trace messages while the test is running
</summary>
<param name="message">formatted message string</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.WriteLine(System.String,System.Object[])">
<summary>
Used to write trace messages while the test is running
</summary>
<param name="format">format string</param>
<param name="args">the arguments</param>
</member>
</members>
</doc>

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