Add FBO class. Still need to add functionality
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07eb172464
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@ -0,0 +1,22 @@
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#ifndef FBO_H_
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#define FBO_H_
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#include <GLFW/glfw3.h>
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class FBO {
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public:
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FBO();
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~FBO();
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GLuint fbo_id_;
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GLuint color_texture_id_;
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GLuint depth_rbo_id_;
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void Init(int width, int height);
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void Bind();
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void Unbind();
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void Cleanup();
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GLuint GetColorTexture() const;
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};
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#endif // FBO_H_
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@ -4,6 +4,8 @@
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include "fbo.h"
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class Scene {
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public:
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Scene();
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@ -15,10 +17,14 @@ class Scene {
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void Idle();
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void ReloadShader();
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int window_width;
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int window_height;
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private:
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void InitBuffers();
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void InitShaders();
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FBO fbo_;
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GLuint shader_program_;
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GLuint vao_;
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float angle_;
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@ -32,19 +38,6 @@ class Scene {
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glm::mat4 projection_matrix_;
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void UpdateCamera();
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};
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#endif // SCENE_H_
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// namespace scene
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// {
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// extern const int kInitWindowWidth;
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// extern const int kInitWindowHeight;
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// void Display(GLFWwindow* window);
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// void DrawGUI(GLFWwindow* window);
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// void Idle();
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// void ReloadShader();
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// void Init();
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// } // namespace scene
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#endif // SCENE_H_
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@ -0,0 +1,62 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "fbo.h"
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FBO::FBO() : fbo_id_(-1), color_texture_id_(-1), depth_rbo_id_(-1) {}
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FBO::~FBO() {
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Cleanup();
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}
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void FBO::Init(int width, int height) {
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// Generate the framebuffer
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glGenFramebuffers(1, &fbo_id_);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
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// Generate the color texture
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glGenTextures(1, &color_texture_id_);
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glBindTexture(GL_TEXTURE_2D, color_texture_id_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id_, 0);
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// Generate the Depth renderbuffer
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glGenRenderbuffers(1, &depth_rbo_id_);
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glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo_id_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo_id_);
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// Check if the framebuffer is complete
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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std::cerr << "Error: Framebuffer is not complete!" << std::endl;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FBO::Bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
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}
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void FBO::Unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FBO::Cleanup() {
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if (color_texture_id_ != -1) {
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glDeleteTextures(1, &color_texture_id_);
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}
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if (depth_rbo_id_ != -1) {
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glDeleteTextures(1, &depth_rbo_id_);
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}
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if (fbo_id_ != -1) {
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glDeleteFramebuffers(1, &fbo_id_);
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}
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}
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GLuint FBO::GetColorTexture() const {
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return color_texture_id_;
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}
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196
source/scene.cpp
196
source/scene.cpp
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@ -29,11 +29,22 @@ const std::string kFragmentShaderPath = "shaders/fragment.glsl";
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} // namespace
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Scene::Scene() : shader_program_(-1), vao_(-1), angle_(0.0f), scale_(1.0f), aspect_(1280.0f / 720.0f), near_z_(0.1f), far_z_(100.0f), fov_(glm::pi<float>() / 4.0f) {};
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Scene::Scene() : window_width(1280),
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window_height(720),
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shader_program_(-1),
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vao_(-1),
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angle_(0.0f),
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scale_(1.0f),
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aspect_(1280.0f / 720.0f),
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near_z_(0.1f), far_z_(100.0f),
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fov_(glm::pi<float>() / 4.0f)
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{};
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Scene::~Scene() {
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glDeleteProgram(shader_program_);
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glDeleteVertexArrays(1, &vao_);
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fbo_.~FBO();
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}
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void Scene::Init() {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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//InitTri();
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fbo_.Init(window_width, window_height);
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InitBuffers();
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ReloadShader();
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@ -50,6 +62,7 @@ void Scene::Init() {
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Uniforms::Init();
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}
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// Currently creates a test triangle and initializes its buffers
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void Scene::InitBuffers() {
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GLuint vbo;
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float vertices[] = {
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@ -68,6 +81,7 @@ void Scene::InitBuffers() {
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glEnableVertexAttribArray(0);
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}
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// Allows for runtime shader updates
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void Scene::ReloadShader() {
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GLuint new_shader = InitShader(kVertexShaderPath.c_str(), kFragmentShaderPath.c_str());
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if (new_shader == -1) {
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void Scene::Display(GLFWwindow* window) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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fbo_.Bind();
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view_matrix_ = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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Uniforms::SceneData.PV = projection_matrix_ * view_matrix_; // Projection-View matrix
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Uniforms::BufferSceneData();
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glBindVertexArray(vao_);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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fbo_.Unbind();
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DrawGui(window);
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glfwSwapBuffers(window);
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}
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void Scene::UpdateCamera() {
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projection_matrix_ = glm::perspective(fov_, aspect_, near_z_, far_z_);
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}
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// namespace scene {
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// const int kInitWindowWidth = 1280;
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// const int kInitWindowHeight = 720;
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// static const std::string kVertexShader("shaders/vertex.glsl");
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// static const std::string kFragmentShader("shaders/fragment.glsl");
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// GLuint shader_program = -1;
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// // Vertex data for a basic triangle. Testing use only
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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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// unsigned int VAO = -1;
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// float angle = 0.0f;
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// float scale = 1.0f;
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// namespace camera {
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// glm::mat4 V, P;
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// float aspect = static_cast<float>(kInitWindowWidth) / static_cast<float>(kInitWindowHeight);
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// float near_z = 0.1f;
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// float far_z = 100.0f;
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// float fov = glm::pi<float>() / 4.0f;
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// void UpdateP() {
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// P = glm::perspective(fov, aspect, near_z, far_z);
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// }
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// } // namespace camera
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// // Temp function to test shader pipline with basic triangle
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// void InitTri() {
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// unsigned int vbo;
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// glGenBuffers(1, &vbo);
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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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// glGenVertexArrays(1, &VAO);
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// glBindVertexArray(VAO);
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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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// }
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// void Display(GLFWwindow* window) {
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// // Clear the color and depth buffers
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// camera::V = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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// Uniforms::SceneData.PV = camera::P * camera::V; // Projection-View matrix
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// Uniforms::BufferSceneData();
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// // Model matrix
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// glm::mat4 M = glm::rotate(angle, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale(glm::vec3(scale));
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// glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(M));
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// glUseProgram(shader_program);
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// glBindVertexArray(VAO);
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// glDrawArrays(GL_TRIANGLES, 0, 3);
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// DrawGUI(window);
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// glfwSwapBuffers(window);
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// }
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// void DrawGUI(GLFWwindow* window) {
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// // Begin ImGui frame
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// ImGui_ImplOpenGL3_NewFrame();
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// ImGui_ImplGlfw_NewFrame();
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// // Enable docking
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// ImGuiIO& io = ImGui::GetIO();
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// io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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// ImGui::NewFrame();
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// static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
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// // Add menu bar
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// ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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// // Style windows
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// const ImGuiViewport* viewport = ImGui::GetMainViewport();
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// ImGui::SetNextWindowPos(viewport->WorkPos);
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// ImGui::SetNextWindowSize(viewport->WorkSize);
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// ImGui::SetNextWindowViewport(viewport->ID);
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// ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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// ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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// window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
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// window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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// window_flags |= ImGuiWindowFlags_NoBackground;
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// ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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// ImGui::Begin("TerraVisor", nullptr, window_flags);
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// ImGui::PopStyleVar(3);
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// // Submit the DockSpace
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// if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) {
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// ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
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// ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
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// }
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// if (ImGui::BeginMenuBar()) {
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// if (ImGui::BeginMenu("Options")) {
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// ImGui::Text("Nothing Here Yet, Check Back Later!");
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// ImGui::EndMenu();
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// }
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// ImGui::EndMenuBar();
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// }
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// ImGui::End();
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// //Draw Gui
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// ImGui::Begin("Terrain Controls");
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// if (ImGui::Button("Quit")) {
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// glfwSetWindowShouldClose(window, GLFW_TRUE);
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// }
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// ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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// ImGui::End();
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// ImGui::Render();
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// ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// }
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// void Idle() {
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// // Idle function to update the scene when no rendering is performed.
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// }
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// void ReloadShader()
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// {
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// GLuint new_shader = InitShader(kVertexShader.c_str(), kFragmentShader.c_str());
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// if (new_shader == -1) { // loading failed
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// DEBUG_BREAK(); //alert user by breaking and showing debugger
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// glClearColor(1.0f, 0.0f, 1.0f, 0.0f); //change clear color if shader can't be compiled
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// }
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// else {
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// glClearColor(0.35f, 0.35f, 0.35f, 0.0f);
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// if (shader_program != -1) {
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// glDeleteProgram(shader_program);
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// }
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// shader_program = new_shader;
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// }
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// }
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// void Init() {
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// glewInit();
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// glEnable(GL_DEPTH_TEST);
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// glEnable(GL_CULL_FACE);
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// InitTri();
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// ReloadShader();
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// camera::UpdateP();
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// Uniforms::Init();
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// }
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// } // namespace scene
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}
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