Abstracted away the creation of buffers
Added a transform Updated the TODO.md Updated default shaders to include the apropriate three 4x4 matrices to render in 3D
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47
MyGraphicsEngine/Buffer.cpp
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47
MyGraphicsEngine/Buffer.cpp
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#include <MyGraphicsEngine/Buffer.h>
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int Buffer::getBufferID() {
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return id;
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}
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void Buffer::createBuffer() {
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glGenBuffers(1, (GLuint*) &id);
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}
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void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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}
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void Buffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, id);
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}
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}
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void Buffer::Unbind(bool elementBuffer = false) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void Buffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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}
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19
MyGraphicsEngine/include/MyGraphicsEngine/Buffer.h
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19
MyGraphicsEngine/include/MyGraphicsEngine/Buffer.h
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#pragma once
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#include <glad/glad.h>
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class Buffer {
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private:
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unsigned int id;
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public:
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int getBufferID();
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void createBuffer();
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void setBufferData(void* data, size_t dataSize, bool elementBuffer );
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void Bind(bool elementBuffer);
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void Unbind(bool elementBuffer);
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void Delete();
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};
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8
MyGraphicsEngine/include/MyGraphicsEngine/Transform.h
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8
MyGraphicsEngine/include/MyGraphicsEngine/Transform.h
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#pragma once
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#include <glm/glm.hpp>
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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};
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@ -1,7 +1,7 @@
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#version 330 core
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#version 440 core
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out vec4 FragColor;
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out vec4 FragColor;
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void main{
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void main(){
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FragColor = vec4(0.0f, 1.0f, 0.0f , 1.0f);
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FragColor = vec4(0.0f, 1.0f, 0.0f , 1.0f);
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}
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}
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@ -1,6 +1,10 @@
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#version 330 core
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#version 440 core
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layout in vec3 aPos;
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in layout(location=0) vec3 aPos;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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void main() {
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void main() {
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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gl_Position = P * V * M * vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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}
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@ -2,6 +2,9 @@
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Mesh.h>
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#include <MyGraphicsEngine/Mesh.h>
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#include <MyGraphicsEngine/Transform.h>
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#include <MyGraphicsEngine/Buffer.h>
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#include <string>
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#include <string>
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#include "imgui.h"
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#include "imgui.h"
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@ -29,6 +32,10 @@ int main(int argc, char* argv[]) {
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//ModelImporter::Test();
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//ModelImporter::Test();
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Transform t;
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t.Scale.x = 1.0f;
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t.Scale.y = 1.0f;
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t.Rotation.y = 90.0f;
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Mesh mesh;
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Mesh mesh;
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@ -44,6 +51,8 @@ int main(int argc, char* argv[]) {
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0,1,3,
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0,1,3,
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1,2,3
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1,2,3
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};
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};
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Camera cam(glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f,0.0f,0.0f), 90.0f);
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Camera cam(glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f,0.0f,0.0f), 90.0f);
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@ -73,43 +82,30 @@ int main(int argc, char* argv[]) {
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spdlog::info("Vertices: {}, {} bytes", mesh.vertices.size(), sizeof(glm::vec3));
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spdlog::info("Vertices: {}, {} bytes", mesh.vertices.size(), sizeof(glm::vec3));
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spdlog::info("Elements: {}, {} bytes", mesh.elements.size(), sizeof(GLushort));
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spdlog::info("Elements: {}, {} bytes", mesh.elements.size(), sizeof(GLushort));
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unsigned int VBO, VAO, EBO;
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Buffer VertexBuffer;
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Buffer ElementBuffer;
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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VertexBuffer.createBuffer();
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(glm::vec3), &mesh.vertices[0], GL_STATIC_DRAW);
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VertexBuffer.Bind(false);
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VertexBuffer.setBufferData(&mesh.vertices[0], mesh.vertices.size() * sizeof(glm::vec3),false);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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ElementBuffer.createBuffer();
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.elements.size() * sizeof(GLushort), &mesh.elements[0], GL_STATIC_DRAW);
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ElementBuffer.Bind(true);
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ElementBuffer.setBufferData(&mesh.elements[0], mesh.elements.size() * sizeof(GLushort), true);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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VertexBuffer.Unbind(false);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glm::vec3 rotation = glm::vec3(0.0f , 90.0f, 0.0f);
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glm::mat4 tran = glm::translate(glm::mat4(),glm::vec3(0.0f, 0.0f, 0.0f));
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glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f));
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glm::mat4 rot =
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glm::rotate(glm::mat4(), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 model = tran * rot * scale;
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glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
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/*
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/*
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* gau_Manager* mgr;
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* gau_Manager* mgr;
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ga_Mixer* mixer;
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ga_Mixer* mixer;
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@ -131,7 +127,18 @@ int main(int argc, char* argv[]) {
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while (!GameWindow.WindowShouldClose()) {
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while (!GameWindow.WindowShouldClose()) {
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glm::mat4 tran = glm::translate(glm::mat4(), t.Position);
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glm::mat4 scale = glm::scale(glm::mat4(), t.Scale);
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glm::mat4 rot =
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glm::rotate(glm::mat4(), glm::radians(t.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(t.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(t.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 model = tran * rot * scale;
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glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
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GameWindow.Poll();
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GameWindow.Poll();
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@ -142,7 +149,7 @@ int main(int argc, char* argv[]) {
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shader.setUniformMat4("M", model);
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shader.setUniformMat4("M", model);
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shader.setUniformMat4("V", cam.GetViewMatrix());
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shader.setUniformMat4("V", cam.GetViewMatrix());
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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ElementBuffer.Bind(true);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -151,13 +158,13 @@ int main(int argc, char* argv[]) {
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ImGui_ImplGlfw_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Test");
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ImGui::Begin("Transform Test Tool");
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ImGui::SliderFloat("Scale Y:", (float*)&t.Scale.y, 1, 4);
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ImGui::SliderFloat("Scale X:", (float*)&t.Scale.x, 1, 4);
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ImGui::SliderFloat("Position X:", (float*)&t.Position.z, -5, 5);
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ImGui::Text("Hello world!");
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bool isChecked = false;
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ImGui::Checkbox("Yellow!", &isChecked);
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float v = 5;
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ImGui::SliderFloat("Something to slide on..", &v, 1, 10 );
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ImGui::End();
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ImGui::End();
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@ -176,7 +183,7 @@ int main(int argc, char* argv[]) {
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ImGui::DestroyContext();
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ImGui::DestroyContext();
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glDeleteVertexArrays(1, &VAO);
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &EBO);
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ElementBuffer.Delete();
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}
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}
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5
TODO.md
5
TODO.md
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<input type="checkbox" checked></input> Setup build system \
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<input type="checkbox" checked></input> Setup build system \
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<input type="checkbox" checked></input> Link with GLFW \
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<input type="checkbox" checked></input> Link with GLFW \
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<input type="checkbox" checked></input> Basic Window \
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<input type="checkbox" checked></input> Basic Window \
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<input type="checkbox"></input> Basic Triangle rendering \
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<input type="checkbox" checked></input> Basic Triangle rendering \
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<input type="checkbox" checked></input> Basic IMGui \
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<input type="checkbox"></input> Basic Textures \
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<input type="checkbox"></input> Basic Textures \
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<input type="checkbox"></input> Link GLEW \
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<input type="checkbox"></input> Link GLEW \
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<input type="checkbox"></input> Work on basic logging \
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<input type="checkbox" checked></input> Work on basic logging \
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<input type="checkbox"></input> Input handling \
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<input type="checkbox"></input> Input handling \
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<input type="checkbox"></input> More shader work \
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<input type="checkbox"></input> More shader work \
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<input type="checkbox"></input> Load FBX model files \
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<input type="checkbox"></input> Load FBX model files \
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