Add camera linear rotation
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472b952408
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540b871c58
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data/blackboard.art
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BIN
data/blackboard.art
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@ -7,11 +7,13 @@ layout (location = 2) in vec2 texCoord;
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out vec3 OurColor;
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out vec2 TexCoord;
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uniform mat4 transform;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = transform * vec4(position, 1.0f);
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gl_Position = projection * view * model * vec4(position, 1.0f);
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OurColor = color;
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TexCoord = texCoord;
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}
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141
src/dengine.cpp
141
src/dengine.cpp
@ -79,16 +79,17 @@ int main()
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return -1;
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}
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i32 width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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i32 screenWidth, screenHeight;
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glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
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glViewport(0, 0, screenWidth, screenHeight);
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glfwSetKeyCallback(window, key_callback);
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glEnable(GL_DEPTH_TEST);
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/* Initialise shaders */
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Dengine::Shader shader = Dengine::Shader("data/shaders/default.vert.glsl",
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"data/shaders/default.frag.glsl");
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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@ -123,6 +124,64 @@ int main()
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stbi_image_free(image);
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/* Create OGL Vertex objects */
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GLfloat vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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#if 0
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GLfloat vertices[] = {
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// Positions Colors Texture Coords
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+0.5f, +0.5f, +0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
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@ -130,16 +189,20 @@ int main()
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-0.5f, -0.5f, +0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom left
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-0.5f, +0.5f, +0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top left
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};
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#endif
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GLuint indices[] = {
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0, 1, 3, // First triangle
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1, 2, 3, // First triangle
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};
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GLuint vbo, vao, ebo;
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GLuint vbo, vao;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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#if 0
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GLuint ebo;
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glGenBuffers(1, &ebo);
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#endif
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// 1. Bind vertex array object
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glBindVertexArray(vao);
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@ -148,10 +211,10 @@ int main()
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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#if 0
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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const i32 numPos = 3;
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const i32 numColors = 3;
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const i32 numTexCoord = 2;
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@ -172,12 +235,32 @@ int main()
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glVertexAttribPointer(2, numTexCoord, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)texCoordByteOffset);
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glEnableVertexAttribArray(2);
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#endif
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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(GLvoid *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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(GLvoid *)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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// 4. Unbind to prevent mistakes
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
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glm::vec3 cameraTarget = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 cameraDirection = glm::normalize(cameraPos - cameraTarget);
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glm::vec3 upVec = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 cameraRight = glm::normalize(glm::cross(upVec, cameraPos));
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glm::vec3 cameraUp = glm::cross(cameraDirection, cameraRight);
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glm::mat4 view;
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// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
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view = glm::lookAt(cameraPos, cameraTarget, upVec);
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/* Main game loop */
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while (!glfwWindowShouldClose(window))
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{
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@ -186,26 +269,48 @@ int main()
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/* Rendering commands here*/
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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/* Camera */
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GLfloat radius = 10.0f;
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GLfloat camX = sin(glfwGetTime()) * radius;
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GLfloat camZ = cos(glfwGetTime()) * radius;
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view = glm::lookAt(glm::vec3(camX, 0.0, camZ), cameraTarget, upVec);
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/* Math */
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glm::mat4 trans;
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trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
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GLfloat rotation = glm::radians((GLfloat)glfwGetTime() * 50.0f);
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trans = glm::rotate(trans, rotation,
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glm::vec3(0.0, 0.0, 1.0));
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GLuint transformLoc =
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glGetUniformLocation(shader.mProgram, "transform");
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
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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 =
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glm::perspective(glm::radians(45.0f), ((f32)screenWidth / (f32)screenHeight), 0.1f, 100.0f);
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GLuint modelLoc = glGetUniformLocation(shader.mProgram, "model");
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GLuint viewLoc = glGetUniformLocation(shader.mProgram, "view");
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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GLuint projectionLoc = glGetUniformLocation(shader.mProgram, "projection");
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glUniform1i(glGetUniformLocation(shader.mProgram, "ourTexture"), 0);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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for (GLuint i = 0; i < 10; i++)
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{
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glm::mat4 model;
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model = glm::translate(model, cubePositions[i]);
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GLfloat angle = glm::radians(20.0f * i);
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model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glBindVertexArray(0);
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/* Swap the buffers */
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@ -214,7 +319,9 @@ int main()
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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#if 0
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glDeleteBuffers(1, &ebo);
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#endif
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glfwTerminate();
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return 0;
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@ -5,9 +5,12 @@
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typedef uint8_t u8;
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typedef uint32_t u32;
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typedef int32_t i32;
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typedef i32 b32;
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typedef float f32;
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#define TRUE 1
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#define FALSE 0
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