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@ -28,8 +28,8 @@ void processInput(GLFWwindow *win) { |
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void renderCallback() { |
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// Make background
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// glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
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// glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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} |
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@ -157,11 +157,11 @@ int main() { |
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Renderer::TexturedObject ro2(verts, indices); |
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ro2.setPosition(glm::vec3(0.5f, 0.0, -8.0f)); |
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ro.setTexture(RUSTY_METAL_TEXTURE); |
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ro2.setTexture("assets/textures/meep.jpg"); |
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ro.setTexture(RUSTY_METAL_TEXTURE); |
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scene.spawnObject(ro); |
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// scene.spawnObject(ro2);
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scene.spawnObject(&ro); |
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scene.spawnObject(&ro2); |
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while (!glfwWindowShouldClose(win)) { |
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// Handle input
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@ -174,17 +174,12 @@ int main() { |
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float gVal = sin(time); |
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// Move the camera left and right
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// scene.camera.setPosition(glm::vec3(0.0f, 0.0f, 8*gVal-4.0f));
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// scene.camera.translate(glm::vec3(0.0f, 0.0f, 0.01f));
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scene.camera.setRotation(glm::vec3(0.0f, 5.0f, 0.0f)); |
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// scene.camera.rotate(glm::vec3(0.0f, -0.4f, 0.0f));
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scene.camera.translate(glm::vec3(0.0f, 0.0f, 0.02f + gVal/100.0f)); |
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// Move the objects & stuff
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float rotang = time; |
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// ro.setRotation(glm::vec3(time*10, 0.0f, time));
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// ro.translate(glm::vec3(0.0f, 0.0f, -0.015f));
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ro.setPosition(glm::vec3(10.0f, 0.0f, 0.0f)); |
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// ro.rotate(glm::vec3(20.0f, 0.0f, 0.0f));
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ro.translate(glm::vec3(0.0f, 0.0f, -0.021f)); |
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// Render new frame
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scene.render(); |
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