Encapsulated Renderer WIDTH and HEIGHT variables.
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+6
-6
@@ -31,11 +31,11 @@ void Renderer::Initialize()
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}
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}
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// Create a window
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// Create a window
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WIDTH = 1280;
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m_Width = 1280;
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HEIGHT = 720;
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m_Height = 720;
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// Antialiasing
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// Antialiasing
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//glfwWindowHint(GLFW_SAMPLES, 16);
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//glfwWindowHint(GLFW_SAMPLES, 16);
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m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
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m_Window = glfwCreateWindow(m_Width, m_Height, "OpenGL", nullptr, nullptr);
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if (!m_Window)
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if (!m_Window)
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{
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{
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LOG_ERROR("GLFW: Failed to create window");
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LOG_ERROR("GLFW: Failed to create window");
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@@ -63,7 +63,7 @@ void Renderer::Initialize()
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}
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}
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// Create Camera
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// Create Camera
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m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
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m_Camera = std::make_shared<Camera>(45.f, (float)m_Width / m_Height, 0.01f, 1000.f);
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m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
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m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
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glfwSwapInterval(m_VSync);
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glfwSwapInterval(m_VSync);
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@@ -187,7 +187,7 @@ void Renderer::Draw(double dt)
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void Renderer::DrawSkybox()
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void Renderer::DrawSkybox()
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{
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, m_Width, m_Height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ShaderProgramSkybox.Bind();
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m_ShaderProgramSkybox.Bind();
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@@ -200,7 +200,7 @@ void Renderer::DrawSkybox()
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void Renderer::DrawScene()
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void Renderer::DrawScene()
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{
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, m_Width, m_Height);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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+4
-3
@@ -20,7 +20,9 @@ public:
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glm::mat4 viewMatrix;
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glm::mat4 viewMatrix;
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glm::mat4 projectionMatrix;
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glm::mat4 projectionMatrix;
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int HEIGHT, WIDTH;
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int Width() const { return m_Width; }
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int Height() const { return m_Height; }
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std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
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std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
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int Lights;
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int Lights;
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@@ -65,9 +67,8 @@ public:
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void DrawBounds(bool val) { m_DrawBounds = val; }
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void DrawBounds(bool val) { m_DrawBounds = val; }
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void DrawSkybox();
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void DrawSkybox();
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private:
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private:
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int m_Width, m_Height;
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GLFWwindow* m_Window;
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GLFWwindow* m_Window;
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GLint m_glVersion[2];
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GLint m_glVersion[2];
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GLchar* m_glVendor;
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GLchar* m_glVendor;
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@@ -51,8 +51,8 @@ void Systems::InputSystem::Update(double dt)
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// Lock mouse while holding LMB
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// Lock mouse while holding LMB
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if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
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if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
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{
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{
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m_LastMouseX = m_Renderer->WIDTH / 2.f; // xpos;
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m_LastMouseX = m_Renderer->Width() / 2.f; // xpos;
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m_LastMouseY = m_Renderer->HEIGHT / 2.f; // ypos;
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m_LastMouseY = m_Renderer->Height() / 2.f; // ypos;
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glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
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glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
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}
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}
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// Hide/show cursor with LMB
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// Hide/show cursor with LMB
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