finished camera section (TODO: add camera class)
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@ -12,7 +12,7 @@
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#include "util/stb_image.h"
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#include "util/stb_image.h"
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// Continue: https://learnopengl.com/Getting-started/Camera
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// Continue: https://learnopengl.com/Getting-started/Camera
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// Chapter: Look around
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// Chapter: Camera class
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//
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//
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// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
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// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
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// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
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// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
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@ -38,6 +38,10 @@ vec3 cameraUp = vec3(0.0f, 1.0f, 0.0f);
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float deltaTime = 0.0f;
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float deltaTime = 0.0f;
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float lastFrameTime = 0.0f;
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float lastFrameTime = 0.0f;
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float pitch = 0.0f, yaw = -90.0f, fov = 45.0f;
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float mouseLastX = WINDOW_WIDTH / 2, mouseLastY = WINDOW_HEIGHT / 2;
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bool firstMouseMove = true;
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void OnWindowResize(GLFWwindow* window, int width, int height)
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void OnWindowResize(GLFWwindow* window, int width, int height)
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{
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{
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@ -66,10 +70,59 @@ void ProcessInput(GLFWwindow* window)
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cameraFront += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed * 0.25f;
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cameraFront += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed * 0.25f;
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}
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}
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void Configure()
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void OnMouseMove(GLFWwindow* window, double xpos, double ypos)
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{
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{
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if (firstMouseMove)
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{
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firstMouseMove = false;
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mouseLastX = xpos;
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mouseLastY = ypos;
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return;
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}
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float xoffset = xpos - mouseLastX;
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float yoffset = mouseLastY - ypos; // reversed since y-coordinates range from bottom to top
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mouseLastX = xpos;
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mouseLastY = ypos;
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const float sensitivity = 0.1f;
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xoffset *= sensitivity;
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yoffset *= sensitivity;
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yaw += xoffset;
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pitch += yoffset;
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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cameraFront = glm::normalize(direction);
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}
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void OnScroll(GLFWwindow* window, double xoffset, double yoffset)
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{
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fov -= (float)yoffset;
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if (fov < 1.0f)
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fov = 1.0f;
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if (fov > 90.0f)
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fov = 90.0f;
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}
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void Configure(GLFWwindow *window)
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{
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OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
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glfwSetFramebufferSizeCallback(window, OnWindowResize);
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glfwSetCursorPosCallback(window, OnMouseMove);
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glfwSetScrollCallback(window, OnScroll);
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stbi_set_flip_vertically_on_load(true); // because an image has 0 at top of y axis and opengl expects it to be on the botton, so if this is omitted, the image will be flipped
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stbi_set_flip_vertically_on_load(true); // because an image has 0 at top of y axis and opengl expects it to be on the botton, so if this is omitted, the image will be flipped
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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int main()
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int main()
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@ -97,10 +150,7 @@ int main()
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return -1;
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return -1;
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}
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}
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OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
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Configure(window);
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glfwSetFramebufferSizeCallback(window, OnWindowResize);
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Configure();
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float vertices[] = { // object coordinates, uv-coordinates
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float vertices[] = { // object coordinates, uv-coordinates
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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@ -205,7 +255,6 @@ int main()
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Texture2D containerImage("images/container.jpg");
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Texture2D containerImage("images/container.jpg");
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Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
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Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
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mat4 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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// main loop
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// main loop
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while(!glfwWindowShouldClose(window))
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while(!glfwWindowShouldClose(window))
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@ -220,6 +269,7 @@ int main()
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ProcessInput(window);
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ProcessInput(window);
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mat4 viewMatrix = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
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mat4 viewMatrix = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
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mat4 projectionMatrix = glm::perspective(glm::radians(fov), 800.0f / 600.0f, 0.1f, 100.0f);
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shader->Use();
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shader->Use();
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shader->SetInt("ourTexture1", 0);
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shader->SetInt("ourTexture1", 0);
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