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ccc1c76762
| Author | SHA1 | Date | |
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| ccc1c76762 | |||
| 3842a877ac |
7 changed files with 233 additions and 67 deletions
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@ -1,7 +1,6 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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@ -9,5 +8,5 @@ uniform sampler2D decal;
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void main()
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{
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FragColor = mix(texture(ourTexture, TexCoord), texture(decal, TexCoord), 0.2);
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FragColor = mix(texture(ourTexture, TexCoord), texture(decal, TexCoord), 0.2f);
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}
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@ -3,7 +3,6 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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uniform mat4 model;
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@ -13,8 +12,6 @@ uniform mat4 projection;
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void main()
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{
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//gl_Position = vec4(aPos, 1.0);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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111
engine/camera.h
111
engine/camera.h
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@ -2,11 +2,120 @@
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#ifndef ENGINE2026_CAMERA_H
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#define ENGINE2026_CAMERA_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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// Movement keys/buttons
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enum Camera_Movement {
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT
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};
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// Default camera values
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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class Camera
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{
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public:
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Camera();
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glm::vec3 position, front, up, right, worldUp;
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float yaw, pitch;
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float movementSpeed, mouseSensitivity, zoom;
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// constructor with vectors
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Camera(glm::vec3 newPosition = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float newYaw = YAW, float newPitch = PITCH) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
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{
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position = newPosition;
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worldUp = up;
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yaw = newYaw;
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pitch = newPitch;
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updateCameraVectors();
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}
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// constructor with scalar values
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Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float newYaw, float newPitch) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
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{
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position = glm::vec3(posX, posY, posZ);
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worldUp = glm::vec3(upX, upY, upZ);
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yaw = newYaw;
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pitch = newPitch;
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updateCameraVectors();
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}
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// returns the view matrix calculated using Euler Angles and the LookAt Matrix
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glm::mat4 GetViewMatrix()
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{
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return glm::lookAt(position, position + front, up);
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}
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// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
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void processKeyboard(Camera_Movement direction, float deltaTime)
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{
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float velocity = movementSpeed * deltaTime;
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if (direction == FORWARD)
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position += front * velocity;
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if (direction == BACKWARD)
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position -= front * velocity;
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if (direction == LEFT)
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position -= right * velocity;
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if (direction == RIGHT)
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position += right * velocity;
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}
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// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
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void processMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
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{
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xoffset *= mouseSensitivity;
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yoffset *= mouseSensitivity;
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yaw += xoffset;
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pitch += yoffset;
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// make sure that when pitch is out of bounds, screen doesn't get flipped
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if (constrainPitch)
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{
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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}
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// update Front, Right and Up Vectors using the updated Euler angles
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updateCameraVectors();
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}
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// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
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void processMouseScroll(float yoffset)
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{
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zoom -= (float)yoffset;
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if (zoom < 1.0f)
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zoom = 1.0f;
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if (zoom > 45.0f)
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zoom = 45.0f;
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}
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private:
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// calculates the front vector from the Camera's (updated) Euler Angles
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void updateCameraVectors()
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{
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// calculate the new Front vector
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glm::vec3 newFront;
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newFront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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newFront.y = sin(glm::radians(pitch));
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newFront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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front = glm::normalize(newFront);
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// also re-calculate the Right and Up vector
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right = glm::normalize(glm::cross(front, worldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
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up = glm::normalize(glm::cross(right, front));
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}
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};
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#endif
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159
main.cpp
159
main.cpp
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@ -12,6 +12,12 @@
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#include <engine/mesh.h>
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#include <engine/shader.h>
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#include <engine/texture.h>
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#include <engine/camera.h>
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void window_resize_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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const int SCREEN_WIDTH = 1920;
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const int SCREEN_HEIGHT = 1080;
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@ -19,34 +25,14 @@ const int SCREEN_HEIGHT = 1080;
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static bool drawWireframe = false;
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static bool wireframeHeld = false;
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void window_resize_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = SCREEN_WIDTH / 2.0f;
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float lastY = SCREEN_HEIGHT / 2.0f;
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bool firstMouse = true;
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void processInput(GLFWwindow* window)
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{
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// Close on Escape
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// Wireframe toggle
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld)
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{
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wireframeHeld = true;
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drawWireframe = !drawWireframe;
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if (drawWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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else
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
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wireframeHeld = false;
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}
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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int main(int argc, char* argv[])
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{
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@ -76,6 +62,16 @@ int main(int argc, char* argv[])
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// Initialize Viewport & setup resize callback
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glfwSetFramebufferSizeCallback(window, window_resize_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Hide & Lock Cursor
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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/*
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Testing
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*/
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// Load Shader
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Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
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@ -154,20 +150,21 @@ int main(int argc, char* argv[])
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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// Render Loop
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double lastTime = 0.0;
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int nbFrames = 0;
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float lastUpdate = 0;
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while (!glfwWindowShouldClose(window))
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{
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// Calculate FPS
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double currentTime = glfwGetTime();
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nbFrames++;
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if (currentTime - lastTime >= 1.0) { // Update every second
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double fps = nbFrames / (currentTime - lastTime);
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std::cout << fps << std::endl;
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// per-frame time logic
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// --------------------
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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nbFrames = 0;
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lastTime += 1.0;
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// crappy fps printout
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if (currentFrame - lastUpdate >= 1.0) {
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std::cout << 1.0f / deltaTime << std::endl;
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lastUpdate += 1.0f;
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}
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// Input processing
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@ -185,21 +182,14 @@ int main(int argc, char* argv[])
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shaderTest.Use();
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// Test
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
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glm::mat4 view = glm::mat4(1.0f);
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// note that we're translating the scene in the reverse direction of where we want to move
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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shaderTest.setMat4("model", model);
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shaderTest.setMat4("view", view);
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// pass projection matrix to shader (note that in this case it could change every frame)
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glm::mat4 projection = glm::perspective(glm::radians(camera.zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
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shaderTest.setMat4("projection", projection);
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// camera/view transformation
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glm::mat4 view = camera.GetViewMatrix();
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shaderTest.setMat4("view", view);
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//testMesh.Draw();
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@ -224,3 +214,74 @@ int main(int argc, char* argv[])
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glfwTerminate();
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return 0;
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}
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void window_resize_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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// Close on Escape
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// Wireframe toggle
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld)
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{
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wireframeHeld = true;
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drawWireframe = !drawWireframe;
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if (drawWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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else
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
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wireframeHeld = false;
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// Camera
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.processKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.processKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.processKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.processKeyboard(RIGHT, deltaTime);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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float xpos = static_cast<float>(xposIn);
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float ypos = static_cast<float>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.processMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.processMouseScroll(static_cast<float>(yoffset));
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}
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