Object better
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@@ -99,14 +99,14 @@ int main(int argc, char** argv) {
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// Load, compile, apply and link shader programs
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Shader simpleShader{ logger };
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simpleShader.load("./resources/shaders/simple").attatch().link().use();
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GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
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glEnableVertexAttribArray(posAttrib);
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glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, 0);
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// Model matrice
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, {-12.0f, -20.0f, -20.0f});
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model = glm::translate(model, {-20.0f, -20.0f, -20.0f});
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// Gets uniform for model matrice, to be used later
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GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
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@@ -135,8 +135,8 @@ int main(int argc, char** argv) {
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// Update tick (60ups)
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if (UPSTimer()) {
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model = glm::rotate(model, glm::radians(1.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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model = glm::rotate(model, glm::radians(1.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
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glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
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@@ -26,16 +26,16 @@ void LoadOBJ(Logger& logger, std::string file, std::vector<glm::vec4>& vertices,
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else {}
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}
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normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
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for (int i = 0; i < elements.size(); i += 3) {
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GLushort ia = elements[i];
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GLushort ib = elements[i+1];
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GLushort ic = elements[i+2];
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glm::vec3 normal = glm::normalize(glm::cross(
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glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
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glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
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normals[ia] = normals[ib] = normals[ic] = normal;
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}
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// normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
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// for (int i = 0; i < elements.size(); i += 3) {
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// GLushort ia = elements[i];
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// GLushort ib = elements[i+1];
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// GLushort ic = elements[i+2];
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// glm::vec3 normal = glm::normalize(glm::cross(
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// glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
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// glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
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// normals[ia] = normals[ib] = normals[ic] = normal;
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// }
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logger << LOGGER_INFO << "Loaded OBJ: " << file << LOGGER_ENDL;
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}
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