Add a basic entity class
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@@ -15,6 +15,7 @@
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#include "Controller.h"
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#include "Texture.h"
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#include "Model.h"
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#include "Entity.h"
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Controller::Controller() {
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if(!glfwInit()) exit(-1);
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@@ -24,9 +25,8 @@ Controller::Controller() {
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef _DEBUG
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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#endif
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glfwSetErrorCallback(error_callback);
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#endif
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gameWindow = new Window();
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gameEventHandler = new EventHandler(gameWindow->getGLFWwindow());
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@@ -36,6 +36,7 @@ Controller::Controller() {
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Controller::~Controller() {
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delete gameWindow;
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delete gameEventHandler;
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delete camera;
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glfwTerminate();
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}
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@@ -43,56 +44,22 @@ void Controller::run() {
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glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
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ShaderProgram shaderProgram("res/shaders/basic.vs", "res/shaders/basic.fs");
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shaderProgram.bind();
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std::vector<Vertex> vertices {
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Vertex{
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glm::vec3(-0.5f, -0.5f, 0.0f),
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glm::vec2(0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec4(1.0f, 0.0f, 0.0f, 1.0f)},
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Vertex{
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glm::vec3(0.5f, -0.5f, 0.0f),
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glm::vec2(1.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)},
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Vertex{
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glm::vec3(-0.5f, 0.5f, 0.0f),
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glm::vec2(0.0f, 1.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 1.0f, 1.0f)},
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Vertex{
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glm::vec3(0.5f, 0.5f, 0.0f),
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glm::vec2(1.0f, 1.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 1.0f, 1.0f)}
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};
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ShaderProgram lightProgram("res/shaders/light.vs", "res/shaders/light.fs");
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std::vector<uint32_t> indices {
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0, 1, 2,
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1, 2, 3
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};
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std::vector<Entity> scene;
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std::vector<Texture*> textures {
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new Texture("res/textures/tex2.png", texture_diffuse),
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new Texture("res/textures/tex1.png", texture_diffuse)
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};
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//Model model_backpack("res/models/backpack.obj");
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Model model_cube("res/models/cube.obj");
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Model model1("res/models/cube.obj");
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//Entity backpack1(&model_backpack, &shaderProgram);
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Entity cube(&model_cube, &shaderProgram);
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Entity lightSource(&model_cube, &lightProgram);
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//Mesh mesh1(vertices, indices, textures);
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glm::mat4 model = glm::mat4(1.0f);
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//scene.push_back(backpack1);
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scene.push_back(cube);
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camera->translate(glm::vec3(0.0f, 0.0f, 2.5f));
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camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
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// This is the game loop
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while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
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@@ -109,23 +76,15 @@ void Controller::run() {
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// Update game
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// ...
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shaderProgram.setUniform("mix_val", (float) (sin(glfwGetTime()*0.25)*sin(glfwGetTime()*0.25)));
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camera->lookForward();
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camera->updateVPM();
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glm::mat4 modelViewProj = camera->getViewProj() * model;
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shaderProgram.setUniform("u_modelViewProj", modelViewProj);
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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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camera->lookForward();
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camera->updateVPM();
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for(int i=0;i<20;i++) {
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//mesh1.draw(&shaderProgram);
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model1.draw(&shaderProgram);
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camera->updateVPM();
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glm::mat4 modelViewProj = camera->getViewProj() * model;
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shaderProgram.setUniform("u_modelViewProj", modelViewProj);
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}
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//backpack1.draw(camera->getViewProj());
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cube.draw(camera->getViewProj());
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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