Refactoring
This commit is contained in:
@@ -7,6 +7,7 @@ AllowShortLoopsOnASingleLine: 'false'
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AlwaysBreakTemplateDeclarations: 'true'
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BreakBeforeBraces: Mozilla
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ColumnLimit: '120'
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ConstructorInitializerAllOnOneLineOrOnePerLine: 'true'
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IndentWidth: '4'
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PointerAlignment: Right
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3
.gitmodules
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3
.gitmodules
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@@ -7,3 +7,6 @@
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[submodule "lib/entt"]
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path = lib/entt
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url = https://github.com/skypjack/entt.git
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[submodule "lib/tinygltf"]
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path = lib/tinygltf
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url = https://github.com/syoyo/tinygltf.git
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4
lib/CMakeLists.txt
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4
lib/CMakeLists.txt
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@@ -1,4 +1,8 @@
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option(SPDLOG_NO_EXCEPTIONS "" ON)
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set(TINYGLTF_HEADER_ONLY OFF CACHE INTERNAL "" FORCE)
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set(TINYGLTF_INSTALL OFF CACHE INTERNAL "" FORCE)
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add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/glad)
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add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/entt)
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add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/tinygltf)
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1
lib/tinygltf
vendored
Submodule
1
lib/tinygltf
vendored
Submodule
Submodule lib/tinygltf added at 091a1fcc1a
@@ -8,7 +8,7 @@ add_library(fever_engine
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Mesh.cpp
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Entity.cpp
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Light.cpp
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Scene.cpp
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# Scene.cpp
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FrameBuffer.cpp
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Helper.cpp
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resources/Resource.cpp
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@@ -16,41 +16,20 @@
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#include <glm/gtc/matrix_transform.hpp>
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Controller::Controller()
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: m_gameWindow(std::make_shared<Window>()), m_camera(std::make_shared<Camera>(90., m_gameWindow->aspectRatio()))
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: m_gameWindow(std::make_shared<Window>()),
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m_camera(std::make_shared<Camera>(90., m_gameWindow->aspectRatio())),
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m_postProcessFrameBuffer(m_gameWindow->dimensions().first, m_gameWindow->dimensions().second,
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postProcessingProgram)
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{
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std::array shaderProgramPrototypes{
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ShaderProgram::Prototype{"defaultProgram", "data/shaders/basic.vert", "data/shaders/basic.frag"},
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ShaderProgram::Prototype{"lightProgram", "data/shaders/light.vert", "data/shaders/light.frag"},
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ShaderProgram::Prototype{"skyboxProgram", "data/shaders/skybox.vert", "data/shaders/skybox.frag"},
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ShaderProgram::Prototype{"postProcessingProgram", "data/shaders/postprocessing.vert",
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"data/shaders/postprocessing.frag"},
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};
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for (auto &prototype : shaderProgramPrototypes) {
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m_shaderPrograms.push_back(std::make_shared<ShaderProgram>(prototype));
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Log::logger().info("Loaded shaderprogram \"{}\"", prototype.name);
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}
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auto dimensions = m_gameWindow->dimensions();
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m_postProcessFrameBuffer = std::make_shared<FrameBuffer>(dimensions.first, dimensions.second,
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getShaderProgramByName("postProcessingProgram").get());
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m_scene = std::make_shared<Scene>(m_shaderPrograms);
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}
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void Controller::run()
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{
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updateExposure(*getShaderProgramByName("postProcessingProgram"));
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auto lightSource = m_scene->getEntityByName("light");
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lightSource->setScale(.1F);
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lightSource->setRotation(glm::vec3(0.));
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lightSource->setPosition(glm::vec3(-2., 1.5, 2.));
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updateExposure(postProcessingProgram);
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m_camera->translate(glm::vec3(0., 1.5, 5.));
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static constexpr float INTENSITY = 7.5;
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glm::vec3 lightColor{1., 1., 1.};
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Log::logger().info("Startup complete.");
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// This is the game loop
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while (glfwWindowShouldClose(&m_gameWindow->glfw_window()) == GLFW_FALSE) {
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@@ -59,26 +38,21 @@ void Controller::run()
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limit_framerate();
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// --- Update game ---
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m_scene->updatePointLight(0, true, m_scene->getEntityByName("light")->getPosition(), lightColor, INTENSITY);
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m_scene->updateDirectionalLight(true, m_scene->getDirectionalLight()->getDirection(), lightColor);
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getShaderProgramByName("lightProgram")->bind();
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getShaderProgramByName("lightProgram")->setUniform("v_lightColor", glm::vec3{1., 1., 1.} * 100.0F);
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getShaderProgramByName("lightProgram")->unbind();
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lightProgram.bind();
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lightProgram.setUniform("v_lightColor", glm::vec3{1., 1., 1.} * 100.0F);
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lightProgram.unbind();
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// --- Render and buffer swap ---
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_postProcessFrameBuffer->bind();
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m_postProcessFrameBuffer.bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_camera->lookForward();
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m_camera->updateVPM();
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m_scene->getSkybox()->draw(m_camera->getView(), m_camera->getProj());
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m_scene->draw(m_camera->getViewProj(), m_camera->getPosition());
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m_postProcessFrameBuffer->unbind();
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m_postProcessFrameBuffer->drawOnEntireScreen();
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m_postProcessFrameBuffer.unbind();
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m_postProcessFrameBuffer.drawOnEntireScreen();
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glfwSwapBuffers(&m_gameWindow->glfw_window());
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@@ -127,7 +101,7 @@ void Controller::update_window_dimensions()
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// m_gameEventHandler->setFirstMouseInput(1);
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auto dimensions = m_gameWindow->dimensions();
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m_postProcessFrameBuffer->changeDimensions(dimensions.first, dimensions.second);
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m_postProcessFrameBuffer.changeDimensions(dimensions.first, dimensions.second);
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}
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void Controller::updateExposure(ShaderProgram &shaderProgram) const
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@@ -136,20 +110,3 @@ void Controller::updateExposure(ShaderProgram &shaderProgram) const
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shaderProgram.setUniform("u_exposure", m_exposure);
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shaderProgram.unbind();
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}
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std::shared_ptr<ShaderProgram> Controller::getShaderProgramByName(const std::string &name)
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{
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return getShaderProgramByName(name, m_shaderPrograms);
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}
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std::shared_ptr<ShaderProgram>
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Controller::getShaderProgramByName(const std::string &name, std::vector<std::shared_ptr<ShaderProgram>> shaderPrograms)
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{
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for (auto program : shaderPrograms) {
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if (program->getUniqueName() == name) {
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return program;
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}
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}
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Log::logger().critical("Shaderprogram could not be found by name \"{}\"", name);
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return {};
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}
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@@ -1,10 +1,12 @@
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#pragma once
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include <glm/glm.hpp>
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#include <memory>
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#include <vector>
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class ShaderProgram;
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class Window;
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class Scene;
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class Camera;
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@@ -17,11 +19,6 @@ public:
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void run();
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// TODO remove...
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std::shared_ptr<ShaderProgram> getShaderProgramByName(const std::string &name);
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static std::shared_ptr<ShaderProgram>
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getShaderProgramByName(const std::string &name, std::vector<std::shared_ptr<ShaderProgram>> shaderPrograms);
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void updateExposure(ShaderProgram &shaderProgram) const;
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private:
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@@ -29,13 +26,16 @@ private:
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void update_window_dimensions();
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std::shared_ptr<Window> m_gameWindow;
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std::shared_ptr<Scene> m_scene;
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std::shared_ptr<Camera> m_camera;
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std::vector<std::shared_ptr<ShaderProgram>> m_shaderPrograms;
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ShaderProgram defaultProgram{{"defaultProgram", "data/shaders/basic.vert", "data/shaders/basic.frag"}};
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ShaderProgram lightProgram{{"lightProgram", "data/shaders/light.vert", "data/shaders/light.frag"}};
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ShaderProgram skyboxProgram{{"skyboxProgram", "data/shaders/skybox.vert", "data/shaders/skybox.frag"}};
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ShaderProgram postProcessingProgram{
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{"postProcessingProgram", "data/shaders/postprocessing.vert", "data/shaders/postprocessing.frag"}};
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std::shared_ptr<FrameBuffer> m_postProcessFrameBuffer;
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FrameBuffer m_postProcessFrameBuffer;
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static constexpr unsigned MAX_FPS = 60;
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@@ -26,7 +26,7 @@ GLuint AbstractFrameBuffer::getFBO() const
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return m_FBO;
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}
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FrameBuffer::FrameBuffer(uint32_t width, uint32_t height, ShaderProgram *shaderProgram) : m_shaderProgram(shaderProgram)
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FrameBuffer::FrameBuffer(uint32_t width, uint32_t height, ShaderProgram &shaderProgram) : m_shaderProgram(shaderProgram)
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{
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glGenFramebuffers(1, &m_FBO);
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@@ -53,11 +53,11 @@ void FrameBuffer::drawOnEntireScreen() const
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glGetIntegerv(GL_POLYGON_MODE, &wireframe);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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m_shaderProgram->bind();
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m_shaderProgram.bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, getTextureId());
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GLint location = glGetUniformLocation(m_shaderProgram->getShaderProgramId(), "u_texture");
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GLint location = glGetUniformLocation(m_shaderProgram.getShaderProgramId(), "u_texture");
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glUniform1i(location, 0);
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// A VAO is necessary although no data is stored in it
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@@ -68,7 +68,7 @@ void FrameBuffer::drawOnEntireScreen() const
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glBindVertexArray(0);
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glPolygonMode(GL_FRONT_AND_BACK, static_cast<GLenum>(wireframe));
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m_shaderProgram->unbind();
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m_shaderProgram.unbind();
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}
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void FrameBuffer::changeDimensions(uint32_t width, uint32_t height)
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@@ -111,9 +111,9 @@ void FrameBuffer::generateTextures(uint32_t width, uint32_t height)
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void FrameBuffer::setExposureCorrection(bool exposureCorrection) const
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{
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m_shaderProgram->bind();
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m_shaderProgram->setUniform("u_exposureCorrection", exposureCorrection);
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m_shaderProgram->unbind();
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m_shaderProgram.bind();
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m_shaderProgram.setUniform("u_exposureCorrection", exposureCorrection);
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m_shaderProgram.unbind();
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}
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AbstractDepthMap::~AbstractDepthMap()
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@@ -22,7 +22,7 @@ protected:
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class FrameBuffer : public AbstractFrameBuffer
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{
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public:
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FrameBuffer(uint32_t width, uint32_t height, ShaderProgram *shaderProgram);
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FrameBuffer(uint32_t width, uint32_t height, ShaderProgram &shaderProgram);
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~FrameBuffer();
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void drawOnEntireScreen() const;
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@@ -39,7 +39,7 @@ private:
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GLuint m_colorBuffer;
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GLuint m_depthStencilBuffer;
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ShaderProgram *m_shaderProgram;
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ShaderProgram &m_shaderProgram;
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};
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class AbstractDepthMap : public AbstractFrameBuffer
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@@ -31,6 +31,8 @@ ShaderProgram::ShaderProgram(Prototype prototype) : m_uniqueName(prototype.name)
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glDeleteShader(vs);
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glDeleteShader(fs);
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#endif
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Log::logger().info("Loaded shaderprogram \"{}\"", prototype.name);
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}
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ShaderProgram::~ShaderProgram()
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@@ -20,7 +20,7 @@ Window::Window()
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef _DEBUG
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#ifndef NDEBUG
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glfwSetErrorCallback(glfw_error_callback);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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#else
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@@ -55,8 +55,8 @@ Window::Window()
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std::terminate();
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}
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#ifdef _DEBUG
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Log::logger().debug("OpenGL version: {}", glGetString(GL_VERSION));
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#ifndef NDEBUG
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Log::logger().debug("OpenGL version: {}", reinterpret_cast<const char *>(glGetString(GL_VERSION)));
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback(Helper::gl_debug_callback, nullptr);
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@@ -95,11 +95,8 @@ auto Window::dimensions_changed() const -> bool
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{
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int new_width{};
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int new_height{};
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int new_posx{};
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int new_posy{};
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glfwGetFramebufferSize(m_glfw_window.get(), &new_width, &new_height);
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glfwGetWindowPos(m_glfw_window.get(), &new_posx, &new_posy);
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return !(static_cast<uint32_t>(new_width) == m_width && static_cast<uint32_t>(new_height) == m_height);
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}
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@@ -131,7 +128,7 @@ void Window::set_catched_cursor(bool value)
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// GLFW error function
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void Window::glfw_error_callback(int error, const char *description)
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{
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Log::logger().warn("GLFW [%d]: %s\n", error, description);
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Log::logger().warn("GLFW [{:d}]: {:s}\n", error, description);
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}
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// This function is called when the window gets resized (currently not used)
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@@ -1,15 +1,15 @@
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#include "Controller.h"
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "Controller.h"
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auto main(int argc, char **argv) -> int
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{
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// Suppress warning about unused variable
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(void)argc;
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(void)argv;
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#ifdef _DEBUG
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#ifndef NDEBUG
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std::cout << "[Debug Mode]" << std::endl;
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#endif
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@@ -4,12 +4,12 @@
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Log Log::s_instance;
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Log::Log()
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Log::Log() noexcept
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{
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m_logger = spdlog::stdout_color_mt("Core");
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m_logger->set_pattern("[%H:%M:%S.%e] [%n] [%^%l%$] %v");
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#ifdef _DEBUG
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#ifndef NDEBUG
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m_logger->set_level(spdlog::level::debug);
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#else
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m_logger->set_level(spdlog::level::warn);
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@@ -8,7 +8,7 @@ public:
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static spdlog::logger &logger();
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private:
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Log();
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Log() noexcept;
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static Log s_instance;
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Block a user