fixed smh
This commit is contained in:
@@ -43,6 +43,7 @@ include_directories(${executable}
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file(GLOB SourceFiles
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${SrcDIR}/*
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${SrcDIR}/ThirdParty/*
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${SrcDIR}/Rendering/*
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)
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add_executable(${executable} ${SourceFiles})
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@@ -1,8 +1,9 @@
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#include "camera.hpp"
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Camera::Camera() {
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Camera::Camera()
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{
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projMatrix = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 1000.0f);
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projMatrix = glm::perspective( glm::radians( 45.0f ), 1.0f, 0.1f, 1000.0f );
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Roll = 0.0f;
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Pitch = 0.0f;
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@@ -17,9 +18,10 @@ Camera::Camera() {
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}
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Camera::Camera(int w, int h) {
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Camera::Camera( int w, int h )
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{
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projMatrix = glm::perspective(glm::radians(45.0f), (float)w / float(h), 0.1f, 1000.0f);
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projMatrix = glm::perspective( glm::radians( 45.0f ), (float) w / float( h ), 0.1f, 1000.0f );
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Roll = 0.0f;
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Pitch = 0.0f;
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@@ -34,68 +36,74 @@ Camera::Camera(int w, int h) {
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}
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void Camera::UpdateView() {
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void Camera::UpdateView()
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{
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// roll can be removed
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glm::mat4 matRoll = glm::mat4(1.0f); //identity matrix;
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glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
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glm::mat4 matYaw = glm::mat4(1.0f); //identity matrix
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glm::mat4 matRoll = glm::mat4( 1.0f ); //identity matrix;
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glm::mat4 matPitch = glm::mat4( 1.0f );//identity matrix
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glm::mat4 matYaw = glm::mat4( 1.0f ); //identity matrix
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// roll, pitch and yaw
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matRoll = glm::rotate(matRoll, Roll, glm::vec3(0.0f, 0.0f, 1.0f));
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matPitch = glm::rotate(matPitch, Pitch, glm::vec3(1.0f, 0.0f, 0.0f));
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matYaw = glm::rotate(matYaw, Yaw, glm::vec3(0.0f, 1.0f, 0.0f));
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matRoll = glm::rotate( matRoll, Roll, glm::vec3( 0.0f, 0.0f, 1.0f ) );
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matPitch = glm::rotate( matPitch, Pitch, glm::vec3( 1.0f, 0.0f, 0.0f ) );
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matYaw = glm::rotate( matYaw, Yaw, glm::vec3( 0.0f, 1.0f, 0.0f ) );
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glm::mat4 rotate = matRoll * matPitch * matYaw;
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glm::mat4 translate = glm::mat4(1.0f);
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translate = glm::translate(translate, -Position);
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glm::mat4 translate = glm::mat4( 1.0f );
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translate = glm::translate( translate, -Position );
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viewMatrix = rotate * translate;
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// Work out Look Vector
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glm::mat4 inverseView = glm::inverse(viewMatrix);
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glm::mat4 inverseView = glm::inverse( viewMatrix );
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LookDirection.x = inverseView[2][0];
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LookDirection.y = inverseView[2][1];
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LookDirection.z = inverseView[2][2];
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}
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glm::mat4 Camera::GetViewMatrix() {
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glm::mat4 Camera::GetViewMatrix()
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{
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return viewMatrix;
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}
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glm::mat4 Camera::GetProjectionMatrix() {
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glm::mat4 Camera::GetProjectionMatrix()
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{
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return projMatrix;
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}
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void Camera::UpdateProjection(int width, int height) {
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void Camera::UpdateProjection( int width, int height )
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{
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projMatrix = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 1000.0f);
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projMatrix = glm::perspective( glm::radians( 45.0f ), (float) width / (float) height, 0.1f, 1000.0f );
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}
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void Camera::HandleMouse(SDL_Event e) {
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void Camera::HandleMouse( SDL_Event e )
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{
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if (e.type != SDL_MOUSEMOTION)
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if ( e.type != SDL_MOUSEMOTION )
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return;
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float mouseDX = e.motion.xrel;
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float mouseDY = e.motion.yrel;
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glm::vec2 mouseDelta{ mouseDX, mouseDY };
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glm::vec2 mouseDelta { mouseDX, mouseDY };
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MouseMoved(mouseDelta);
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MouseMoved( mouseDelta );
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}
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void Camera::MoveCamera(Uint8* state) {
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void Camera::MoveCamera( Uint8* state )
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{
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float dx = 0;
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float dz = 0;
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@@ -103,40 +111,46 @@ void Camera::MoveCamera(Uint8* state) {
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// Rotate by camera direction
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glm::mat2 rotate {
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cos(Yaw), -sin(Yaw),
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sin(Yaw), cos(Yaw)
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cos( Yaw ), -sin( Yaw ),
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sin( Yaw ), cos( Yaw )
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};
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glm::vec2 f(0.0, 1.0);
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glm::vec2 f( 0.0, 1.0 );
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f = f * rotate;
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if (state[SDL_SCANCODE_W]) {
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if ( state[SDL_SCANCODE_W] )
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{
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dz -= f.y;
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dx -= f.x;
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}
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if (state[SDL_SCANCODE_S]) {
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if ( state[SDL_SCANCODE_S] )
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{
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dz += f.y;
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dx += f.x;
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}
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if (state[SDL_SCANCODE_A]) {
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if ( state[SDL_SCANCODE_A] )
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{
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dz += f.x;
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dx += -f.y;
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}
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if (state[SDL_SCANCODE_D]) {
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if ( state[SDL_SCANCODE_D] )
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{
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dz -= f.x;
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dx -= -f.y;
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}
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if (state[SDL_SCANCODE_SPACE]) {
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if ( state[SDL_SCANCODE_SPACE] )
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{
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dy += 1;
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}
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if (state[SDL_SCANCODE_LSHIFT]) {
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if ( state[SDL_SCANCODE_LSHIFT] )
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{
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dy -= 1;
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}
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// get current view matrix
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glm::mat4 mat = GetViewMatrix();
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glm::vec3 forward(mat[0][2], mat[1][2], mat[2][2]);
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glm::vec3 strafe(mat[0][0], mat[1][0], mat[2][0]);
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glm::vec3 forward( mat[0][2], mat[1][2], mat[2][2] );
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glm::vec3 strafe( mat[0][0], mat[1][0], mat[2][0] );
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// forward vector must be negative to look forward.
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// read :http://in2gpu.com/2015/05/17/view-matrix/
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@@ -149,19 +163,21 @@ void Camera::MoveCamera(Uint8* state) {
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}
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void Camera::MouseMoved(glm::vec2 mouseDelta) {
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void Camera::MouseMoved( glm::vec2 mouseDelta )
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{
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// note that yaw and pitch must be converted to radians.
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// this is done in UpdateView() by glm::rotate
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Yaw += MouseSensitivity * (mouseDelta.x/100);
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Pitch += MouseSensitivity * (mouseDelta.y/100);
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Pitch = glm::clamp<float>(Pitch, -M_PI/2, M_PI/2);
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Yaw += MouseSensitivity * (mouseDelta.x / 100);
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Pitch += MouseSensitivity * (mouseDelta.y / 100);
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Pitch = glm::clamp<float>( Pitch, -M_PI / 2, M_PI / 2 );
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UpdateView();
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}
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void Camera::UpdatePosition(glm::vec3 position) {
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void Camera::UpdatePosition( glm::vec3 position )
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{
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Position = position;
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@@ -169,22 +185,24 @@ void Camera::UpdatePosition(glm::vec3 position) {
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}
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void Camera::UpdateEulerLookDirection(float roll, float pitch, float yaw) {
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void Camera::UpdateEulerLookDirection( float roll, float pitch, float yaw )
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{
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Roll = roll; Pitch = pitch; Yaw = yaw;
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LookDirection.x = cos(Yaw) * cos(Pitch);
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LookDirection.y = sin(Yaw) * cos(Pitch);
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LookDirection.z = sin(Pitch);
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LookDirection.x = cos( Yaw ) * cos( Pitch );
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LookDirection.y = sin( Yaw ) * cos( Pitch );
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LookDirection.z = sin( Pitch );
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UpdateView();
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}
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void Camera::UpdateLookDirection(glm::vec3 lookDirection) {
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void Camera::UpdateLookDirection( glm::vec3 lookDirection )
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{
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LookDirection = lookDirection;
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Pitch = asin(-lookDirection.y);
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Yaw = atan2(lookDirection.x, lookDirection.z);
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Pitch = asin( -lookDirection.y );
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Yaw = atan2( lookDirection.x, lookDirection.z );
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UpdateView();
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@@ -1,7 +1,17 @@
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#ifndef MINECRAFT_RENDERER_CAMERA_H_
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#define MINECRAFT_RENDERER_CAMERA_H_
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#include "../common.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/hash.hpp>
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#include <glm/glm.hpp>
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#if _WIN32
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#include <SDL.h>
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#else
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#include <SDL2/SDL.h>
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#endif
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class Camera {
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public:
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@@ -1,35 +1,29 @@
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#ifndef MINECRAFT_RENDERER_FRUSTRUM_H_
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#define MINECRAFT_RENDERER_FRUSTRUM_H_
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#include "../common.hpp"
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namespace EFrustrumPlanes {
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enum Planes {
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namespace EFrustrumPlanes
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{
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enum Planes
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{
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Right,
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Left,
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Top,
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Bottom,
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Far,
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Near
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};
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};
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class FrustrumPlane
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{
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public:
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};
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class FrustrumPlane {
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class Frustrum
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{
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public:
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};
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class Frustrum {
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public:
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};
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#endif
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@@ -1,97 +1,108 @@
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#include "shader.hpp"
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#include "../utilities.hpp"
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Shader::Shader()
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: m_fileReader() {
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{
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Program = 0;
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m_frag = 0;
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m_vert = 0;
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mFrag = 0;
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mVert = 0;
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m_logger = std::make_shared<Logger>();
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mLogger = std::make_shared<Logger>();
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}
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void Shader::Load(std::string path) {
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void Shader::Load( std::string path )
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{
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std::string vertexLocation = path + ".vert";
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Load(vertexLocation, GL_VERTEX_SHADER);
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*m_logger << LOGGER_INFO << "Vertex shader at '" << vertexLocation << "' loaded..." << LOGGER_ENDL;
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Load( vertexLocation, GL_VERTEX_SHADER );
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*mLogger << LOGGER_INFO << "Vertex shader at '" << vertexLocation << "' loaded..." << LOGGER_ENDL;
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std::string fragmentLocation = path + ".frag";
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Load(fragmentLocation, GL_FRAGMENT_SHADER);
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*m_logger << LOGGER_INFO << "Fragment shader at '" << fragmentLocation << "' loaded..." << LOGGER_ENDL;
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Load( fragmentLocation, GL_FRAGMENT_SHADER );
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*mLogger << LOGGER_INFO << "Fragment shader at '" << fragmentLocation << "' loaded..." << LOGGER_ENDL;
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}
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void Shader::Load(std::string path, GLenum type) {
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void Shader::Load( std::string path, GLenum type )
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{
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GLuint activeShader = 0;
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if (type == GL_VERTEX_SHADER)
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m_vert = activeShader = glCreateShader(type);
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if ( type == GL_VERTEX_SHADER )
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mVert = activeShader = glCreateShader( type );
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if (type == GL_FRAGMENT_SHADER)
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m_frag = activeShader = glCreateShader(type);
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if ( type == GL_FRAGMENT_SHADER )
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mFrag = activeShader = glCreateShader( type );
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std::string loadedShaderSource = m_fileReader.LoadTextFromFile(path);
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std::string loadedShaderSource = LoadTextFromFile( path );
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const char* shaderSource = loadedShaderSource.c_str();
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int shaderSourceLength = loadedShaderSource.length();
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glShaderSource(activeShader, 1, &shaderSource, &shaderSourceLength);
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glShaderSource( activeShader, 1, &shaderSource, &shaderSourceLength );
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}
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void Shader::Link() {
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void Shader::Link()
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{
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if (m_vert == 0 || m_frag == 0) {
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*m_logger << LOGGER_ERROR << "Failed to link programs: Both programs not present" << LOGGER_ENDL;
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if ( mVert == 0 || mFrag == 0 )
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{
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*mLogger << LOGGER_ERROR << "Failed to link programs: Both programs not present" << LOGGER_ENDL;
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return;
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}
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glCompileShader(m_vert);
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if (m_CheckShader(m_vert)) {
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*m_logger << LOGGER_INFO << "Vertex shader '" << m_vert << "' compiled..." << LOGGER_ENDL;
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glCompileShader( mVert );
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if ( mCheckShader( mVert ) )
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{
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*mLogger << LOGGER_INFO << "Vertex shader '" << mVert << "' compiled..." << LOGGER_ENDL;
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}
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glCompileShader(m_frag);
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if (m_CheckShader(m_frag)) {
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*m_logger << LOGGER_INFO << "Fragment shader '" << m_frag << "' compiled..." << LOGGER_ENDL;
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glCompileShader( mFrag );
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if ( mCheckShader( mFrag ) )
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{
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*mLogger << LOGGER_INFO << "Fragment shader '" << mFrag << "' compiled..." << LOGGER_ENDL;
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}
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Program = glCreateProgram();
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glAttachShader(Program, m_vert);
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glAttachShader(Program, m_frag);
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glAttachShader( Program, mVert );
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glAttachShader( Program, mFrag );
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glLinkProgram(Program);
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glLinkProgram( Program );
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glDeleteShader(m_vert);
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glDeleteShader(m_frag);
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glDeleteShader( mVert );
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glDeleteShader( mFrag );
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*m_logger << LOGGER_INFO << "Program '" << Program << "' loaded..." << LOGGER_ENDL;
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*mLogger << LOGGER_INFO << "Program '" << Program << "' loaded..." << LOGGER_ENDL;
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}
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void Shader::Use() {
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void Shader::Use()
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{
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glUseProgram(Program);
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glUseProgram( Program );
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}
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bool Shader::m_CheckShader(GLuint uid) {
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bool Shader::mCheckShader( GLuint uid )
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{
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GLint status = GL_TRUE;
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glGetShaderiv(uid, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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glGetShaderiv( uid, GL_COMPILE_STATUS, &status );
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if ( status == GL_FALSE )
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{
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char buf[512];
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glGetShaderInfoLog(uid, 512, NULL, buf);
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*m_logger << LOGGER_ERROR << buf << LOGGER_ENDL;
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glGetShaderInfoLog( uid, 512, NULL, buf );
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*mLogger << LOGGER_ERROR << buf << LOGGER_ENDL;
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delete buf;
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return false;
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}
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@@ -100,10 +111,11 @@ bool Shader::m_CheckShader(GLuint uid) {
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}
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Shader::~Shader() {
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Shader::~Shader()
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{
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glDeleteProgram(Program);
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glDeleteShader(m_vert);
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glDeleteShader(m_frag);
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glDeleteProgram( Program );
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glDeleteShader( mVert );
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glDeleteShader( mFrag );
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}
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@@ -3,8 +3,7 @@
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#include <logger.h>
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#include "../util/filereader.hpp"
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#include "../common.hpp"
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#include <glad/glad.h>
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class Shader {
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public:
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@@ -20,14 +19,12 @@ public:
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||||
~Shader();
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||||
private:
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std::shared_ptr<Logger> m_logger;
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||||
std::shared_ptr<Logger> mLogger;
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||||
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||||
bool m_CheckShader(GLuint uid);
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bool mCheckShader(GLuint uid);
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||||
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FileReader m_fileReader;
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||||
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GLuint m_vert;
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||||
GLuint m_frag;
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GLuint mVert;
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GLuint mFrag;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -2,16 +2,16 @@
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
#include "../config.hpp"
|
||||
#include "../settings.hpp"
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "../util/stb_image.hpp"
|
||||
#include "../ThirdParty/stb_image.hpp"
|
||||
|
||||
GLuint Texture::LoadTextures(std::vector<std::string> textures) {
|
||||
|
||||
Logger logger;
|
||||
|
||||
std::string basePath = GameConfig.ResourceBase + "textures/";
|
||||
std::string basePath = ResourceBase + "textures/";
|
||||
|
||||
int x = 16;
|
||||
int y = 16;
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
#ifndef MINECRAFT_RENDERER_TEXTURE_H_
|
||||
#define MINECRAFT_RENDERER_TEXTURE_H_
|
||||
|
||||
#include "../common.hpp"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
class Texture {
|
||||
public:
|
||||
|
||||
@@ -97,7 +97,7 @@ void Display::Input( SDL_Event* e )
|
||||
|
||||
}
|
||||
|
||||
// if ( IsMouseActive ) m_player->HandleMouseSDL( *e );
|
||||
// if ( IsMouseActive ) HandleMouseSDL( *e );
|
||||
}
|
||||
|
||||
// m_player->MoveSDL( state );
|
||||
|
||||
@@ -1,10 +1,14 @@
|
||||
#ifndef MINECRAFT_SETTINGS_H_
|
||||
#define MINECRAFT_SETTINGS_H_
|
||||
|
||||
#include <string>
|
||||
|
||||
// TODO: import settings and stuff
|
||||
// for now this works
|
||||
|
||||
static const int WindowWidth = 1000;
|
||||
static const int WindowHeight = 600;
|
||||
|
||||
static const std::string ResourceBase = MC_RESOURCES;
|
||||
|
||||
#endif
|
||||
|
||||
10
src/utilities.hpp
Normal file
10
src/utilities.hpp
Normal file
@@ -0,0 +1,10 @@
|
||||
#include <fstream>
|
||||
#include <string>
|
||||
|
||||
inline std::string LoadTextFromFile( std::string file )
|
||||
{
|
||||
std::ifstream t( file );
|
||||
std::string text( (std::istreambuf_iterator<char>( t )),
|
||||
std::istreambuf_iterator<char>() );
|
||||
return text;
|
||||
}
|
||||
Reference in New Issue
Block a user