Minor additions
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@@ -56,7 +56,7 @@ int main(int argc, char** argv) {
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window = SDL_CreateWindow("OpenGL Playground V1.0",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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640, 480,
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1280, 720,
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SDL_WINDOW_OPENGL);
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glContext = SDL_GL_CreateContext(window);
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SDL_GL_SetSwapInterval(0);
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@@ -128,7 +128,7 @@ int main(int argc, char** argv) {
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
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// Projection matrice
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), 640.0f / 480.0f, 1.0f, 1000.0f);
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);
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// Get uniform and send it to the GPU
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GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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@@ -39,3 +39,20 @@ void LoadOBJ(Logger& logger, std::string file, std::vector<glm::vec3>& vertices,
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logger << LOGGER_INFO << "Loaded OBJ: " << file << LOGGER_ENDL;
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}
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void FlatShade(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
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std::vector<glm::vec3> shared_vertices;
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for (int i = 0; i < elements.size(); i++) {
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vertices.push_back(shared_vertices[elements[i]]);
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if ((i % 3) == 2) {
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GLushort ia = elements[i-2];
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GLushort ib = elements[i-1];
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GLushort ic = elements[i];
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glm::vec3 normal = glm::normalize(glm::cross(
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shared_vertices[ic] - shared_vertices[ia],
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shared_vertices[ib] - shared_vertices[ia]));
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for (int n = 0; n < 3; n++)
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normals.push_back(normal);
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}
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}
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}
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@@ -26,4 +26,8 @@ void LoadOBJ(Logger& logger,
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std::vector<glm::vec3>& normals,
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std::vector<GLushort>& elements);
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void FlatShade(std::vector<glm::vec3>& vertices,
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std::vector<glm::vec3>& normals,
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std::vector<GLushort>& elements);
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#endif
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