Added Camera.
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@@ -0,0 +1,74 @@
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#include "Camera.h"
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Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
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{
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m_FOV = yFOV;
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m_AspectRatio = aspectRatio;
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m_NearClip = nearClip;
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m_FarClip = farClip;
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m_Position = glm::vec3(0.0);
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m_Pitch = 0.f;
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m_Yaw = 0.f;
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UpdateProjectionMatrix();
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UpdateViewMatrix();
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}
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glm::vec3 Camera::Forward()
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{
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return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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glm::vec3 Camera::Right()
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{
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return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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glm::mat4 Camera::Orientation()
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{
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glm::mat4 orientation(1.f);
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orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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return orientation;
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}
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void Camera::AspectRatio(float val)
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{
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m_AspectRatio = val;
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UpdateProjectionMatrix();
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}
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void Camera::Position(glm::vec3 val)
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{
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m_Position = val;
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UpdateViewMatrix();
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}
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void Camera::Pitch(float val)
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{
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m_Pitch = val;
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UpdateViewMatrix();
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}
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void Camera::Yaw(float val)
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{
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m_Yaw = val;
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UpdateViewMatrix();
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}
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void Camera::UpdateProjectionMatrix()
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{
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m_ProjectionMatrix = glm::perspective(
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m_FOV,
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m_AspectRatio,
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m_NearClip,
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m_FarClip
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);
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}
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void Camera::UpdateViewMatrix()
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{
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m_ViewMatrix = glm::translate(Orientation(), -m_Position);
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}
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@@ -0,0 +1,53 @@
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#ifndef Camera_h__
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#define Camera_h__
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/rotate_vector.hpp>
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class Camera
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{
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public:
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Camera(float yFOV, float aspectRatio, float nearClip, float farClip);
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glm::vec3 Forward();
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glm::vec3 Right();
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glm::mat4 Orientation();
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float AspectRatio() const { return m_AspectRatio; }
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void AspectRatio(float val);
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glm::vec3 Position() const { return m_Position; }
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void Position(glm::vec3 val);
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float Pitch() const { return m_Pitch; }
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void Pitch(float val);
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float Yaw() const { return m_Yaw; }
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void Yaw(float val);
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glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
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void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
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private:
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void UpdateProjectionMatrix();
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void UpdateViewMatrix();
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float m_FOV;
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float m_AspectRatio;
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float m_NearClip;
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float m_FarClip;
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glm::vec3 m_Position;
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float m_Pitch;
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float m_Yaw;
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 m_ViewMatrix;
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};
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#endif // Camera_h__
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@@ -97,6 +97,7 @@
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</Lib>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="Camera.cpp" />
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<ClCompile Include="Engine.h" />
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<ClCompile Include="Frame.cpp" />
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<ClCompile Include="GameFrame.cpp" />
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@@ -117,6 +118,7 @@
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<ClCompile Include="Systems\SoundsSystem.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Camera.h" />
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<ClInclude Include="Color.h" />
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<ClInclude Include="Component.h" />
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<ClInclude Include="Components\Camera.h" />
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@@ -43,6 +43,7 @@
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<ClCompile Include="GameFrame.cpp">
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<Filter>GUI</Filter>
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</ClCompile>
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<ClCompile Include="Camera.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Component.h" />
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@@ -140,6 +141,7 @@
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<Filter>GUI</Filter>
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</ClInclude>
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<ClInclude Include="GameWorld.h" />
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<ClInclude Include="Camera.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\Fragment.glsl">
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@@ -4,47 +4,6 @@ Renderer::Renderer()
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{
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}
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// ------------ TEMPCAMERA --------------------
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struct Camera
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{
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glm::vec3 Position;
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float Pitch;
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float Yaw;
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float Roll;
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glm::mat4 getViewMatrix()
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{
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glm::mat4 view;
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view = glm::rotate(view, Pitch, glm::vec3(1,0,0));
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view = glm::rotate(view, Yaw, glm::vec3(0,1,0));
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view = glm::rotate(view, Roll, glm::vec3(0,0,1));
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view = glm::translate(view, -Position);
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return view;
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}
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glm::vec3 Forward()
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{
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glm::mat4 Orientation;
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Orientation = glm::rotate(Orientation, Pitch, glm::vec3(1,0,0));
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Orientation = glm::rotate(Orientation, Yaw, glm::vec3(0,1,0));
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return glm::vec3(glm::vec4(0,0,-1,0) * Orientation);
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}
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glm::vec3 Right()
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{
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glm::mat4 Orientation;
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Orientation = glm::rotate(Orientation, Pitch, glm::vec3(1,0,0));
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Orientation = glm::rotate(Orientation, Yaw, glm::vec3(0,1,0));
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return glm::vec3(glm::vec4(1,0,0,0) * Orientation);
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}
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Camera() : Position(0.0f, 2.0f, 0.0f), Pitch(1.0f), Yaw(4.5f), Roll(0.f) { }
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} MyCamera;
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//-----------------TempCamera-.---------------------
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void Renderer::Initialize()
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{
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// Initialize GLFW
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@@ -82,6 +41,9 @@ void Renderer::Initialize()
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}
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glEnable(GL_DEPTH_TEST);
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// Create Camera
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m_Camera = std::make_shared<Camera>(90.f, WIDTH / HEIGHT, 0.01f, 1000.f);
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LoadContent();
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}
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@@ -92,18 +54,15 @@ void Renderer::Draw(double _dt)
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m_ShaderProgram.Bind();
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viewMatrix = glm::mat4();
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viewMatrix = MyCamera.getViewMatrix(); //TEMP
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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for(int i = 0; i < ModelsToRender.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0);
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//FIXA MED FLERA TEXTURER
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glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->texture[0]->texture);
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//MVP = projectionMatrix * viewMatrix * /* ModelMatrix */;
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MVP = cameraMatrix; // * ModelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(ModelsToRender[i]->VAO);
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glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->Vertices.size());
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@@ -19,6 +19,7 @@
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#include <glm/gtc/type_ptr.hpp>
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#include "glerror.h"
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#include "Camera.h"
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#include "ShaderProgram.h"
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#include "Model.h"
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@@ -33,7 +34,6 @@ public:
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std::vector<Model*> ModelsToRender;
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Renderer();
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void Initialize();
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@@ -46,11 +46,14 @@ public:
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void LoadContent();
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GLFWwindow* GetWindow() const { return m_Window; }
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std::shared_ptr<Camera> GetCamera() const { return m_Camera; }
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private:
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GLFWwindow* m_Window;
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GLint m_glVersion[2];
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GLchar* m_glVendor;
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std::shared_ptr<Camera> m_Camera;
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};
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#endif // Renderer_h__
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