Merge branch 'master' of gitlab.com:4VRDriver/fall-fever into master
This commit is contained in:
2
.vscode/launch.json
vendored
2
.vscode/launch.json
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@@ -9,7 +9,7 @@
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"name": "(gdb) Starten",
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"type": "cppdbg",
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"request": "launch",
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"program": "build/Fall-Fever",
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"program": "${workspaceFolder}/build/Fall-Fever",
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"args": [],
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"stopAtEntry": false,
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"cwd": "${workspaceFolder}",
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47
.vscode/settings.json
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47
.vscode/settings.json
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@@ -1,6 +1,51 @@
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{
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"C_Cpp.default.configurationProvider": "ms-vscode.cmake-tools",
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"files.associations": {
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"ostream": "cpp"
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"ostream": "cpp",
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"array": "cpp",
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"atomic": "cpp",
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"bit": "cpp",
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"*.tcc": "cpp",
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"cctype": "cpp",
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"clocale": "cpp",
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"cmath": "cpp",
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"compare": "cpp",
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"concepts": "cpp",
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"cstdarg": "cpp",
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"cstddef": "cpp",
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"cstdint": "cpp",
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"cstdio": "cpp",
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"cstdlib": "cpp",
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"cwchar": "cpp",
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"cwctype": "cpp",
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"deque": "cpp",
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"unordered_map": "cpp",
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"vector": "cpp",
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"exception": "cpp",
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"algorithm": "cpp",
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"functional": "cpp",
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"iterator": "cpp",
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"memory": "cpp",
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"memory_resource": "cpp",
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"numeric": "cpp",
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"optional": "cpp",
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"random": "cpp",
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"string": "cpp",
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"string_view": "cpp",
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"system_error": "cpp",
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"tuple": "cpp",
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"type_traits": "cpp",
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"utility": "cpp",
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"initializer_list": "cpp",
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"iosfwd": "cpp",
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"iostream": "cpp",
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"istream": "cpp",
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"limits": "cpp",
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"new": "cpp",
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"ranges": "cpp",
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"stdexcept": "cpp",
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"streambuf": "cpp",
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"cinttypes": "cpp",
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"typeinfo": "cpp"
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}
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}
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@@ -21,6 +21,7 @@ target_link_libraries(
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Fall-Fever PRIVATE
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glfw
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glad
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GL
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)
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target_compile_options(Fall-Fever PRIVATE -Wall -Wextra -pedantic)
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@@ -1,5 +1,6 @@
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#include <stdlib.h>
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#include <iostream>
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#include <glad/glad.h>
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#ifdef __linux__
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#include <unistd.h>
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@@ -30,22 +31,88 @@ Controller::~Controller() {
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}
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void Controller::run() {
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bool running = 1;
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while(running) {
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glClearColor(0.241f, 0.578f, 0.308f, 1.0f);
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// This is the game loop
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while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
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// Timing
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limit_framerate();
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std::cout << 1/deltaTime << std::endl;
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std::cout << "FPS: " << 1/deltaTime << std::endl;
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// Update game
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// Render and buffer swap
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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// Check events, handle input
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gameEventHandler->handleEvents(gameWindow->getGLFWwindow());
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if(gameEventHandler->gameShouldTerminate) running = 0;
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}
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}
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void Controller::error_callback(int error, const char* description) {
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15
Controller.h
15
Controller.h
@@ -24,6 +24,19 @@ private:
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const uint16_t MAX_FPS = 60;
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double deltaTime;
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double deltaTime;
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main() {\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0";
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};
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@@ -2,7 +2,6 @@
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void EventHandler::handleEvents(GLFWwindow *window) {
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glfwPollEvents();
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gameShouldTerminate = glfwWindowShouldClose(window);
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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@@ -7,7 +7,6 @@ class EventHandler {
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public:
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void handleEvents(GLFWwindow *window);
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bool gameShouldTerminate;
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private:
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@@ -14,6 +14,7 @@ Window::Window() {
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// Create OpenGL context
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glfwMakeContextCurrent(window);
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// Initialize GLAD
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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exit(-1);
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@@ -21,6 +22,7 @@ Window::Window() {
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glViewport(0, 0, width, height);
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// Tell GLFW which function to call when window is resized
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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}
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@@ -29,6 +31,7 @@ Window::~Window() {
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glfwDestroyWindow(window);
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}
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// This function is called when the window gets resized
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void Window::framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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(void)window;
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glViewport(0, 0, width, height);
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