It would be so awesome... it would be so cool!
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33
src/main.cpp
33
src/main.cpp
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@ -1,16 +1,20 @@
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GLFW/glfw3.h>
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#include <glm/ext/vector_float3.hpp>
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#include <stdio.h>
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#include <vector>
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#include "rendering/part.h"
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#include "rendering/renderer.h"
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#include "camera.h"
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void errorCatcher(int id, const char* str);
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Camera camera(glm::vec3(0.0, 0.0, 3.0));
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std::vector<Part> parts;
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// void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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void processInput(GLFWwindow* window);
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void mouseCallback(GLFWwindow* window, double xpos, double ypos);
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// void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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@ -21,12 +25,24 @@ int main() {
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glfwInit();
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GLFWwindow *window = glfwCreateWindow(1200, 900, "GLTest", NULL, NULL);
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glfwSetKeyCallback(window, keyCallback);
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glfwSetMouseButtonCallback(window, mouseButtonCallback);
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glfwSetCursorPosCallback(window, mouseCallback);
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glfwMakeContextCurrent(window);
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glewInit();
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parts.push_back(Part {
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.position = glm::vec3(0),
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.rotation = glm::vec3(0),
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.scale = glm::vec3(1, 1, 1),
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.material = Material {
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.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
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.specular = glm::vec3(0.5f, 0.5f, 0.5f),
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.shininess = 32.0f,
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}
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});
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renderInit(window);
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do {
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@ -87,3 +103,18 @@ void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods) {
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mouseFirst = true;
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}
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}
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void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (key == GLFW_KEY_F && action == GLFW_PRESS) {
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parts.push_back(Part {
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.position = camera.cameraPos + camera.cameraFront * glm::vec3(3),
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.rotation = glm::vec3(0),
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.scale = glm::vec3(1, 1, 1),
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.material = Material {
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.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
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.specular = glm::vec3(0.5f, 0.5f, 0.5f),
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.shininess = 32.0f,
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}
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});
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}
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}
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10
src/rendering/part.h
Normal file
10
src/rendering/part.h
Normal file
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#pragma once
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#include <glm/glm.hpp>
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#include "material.h"
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struct Part {
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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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Material material;
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};
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@ -2,17 +2,21 @@
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#include <GLFW/glfw3.h>
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#include <GL/gl.h>
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#include <glm/ext.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <vector>
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#include "shader.h"
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#include "mesh.h"
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#include "defaultmeshes.h"
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#include "../camera.h"
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#include "part.h"
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#include "renderer.h"
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Shader *shader = NULL;
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extern Camera camera;
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extern std::vector<Part> parts;
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void renderInit(GLFWwindow* window) {
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glViewport(0, 0, 1200, 900);
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@ -67,10 +71,11 @@ void render(GLFWwindow* window) {
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// Pass in the camera position
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shader->set("viewPos", camera.cameraPos);
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for (Part part : parts) {
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3( 0.0f, 0.0f, 0.0f));
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// float angle = 20.0f * i;
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// model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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model = glm::translate(model, part.position);
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// model = glm::rotate(model, part.position);
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model = glm::scale(model, part.scale);
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shader->set("model", model);
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glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
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shader->set("normalMatrix", normalMatrix);
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CUBE_MESH->bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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}
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