I think transformations should somewhat work now
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a9f169deba
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7 changed files with 47 additions and 240 deletions
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@ -70,6 +70,8 @@ int main(int argc, char** argv)
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square.Move(-0.6f, 0.0f, 0.0f);
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square2.Move(0.6f, 0.0f, 0.0f);
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square.Rotate(0.0f, 0.0f, 45.0f);
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// Create a shader
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oglu::Shader shader;
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try
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@ -86,10 +88,14 @@ int main(int argc, char** argv)
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oglu::Texture crate = oglu::MakeTexture("assets/crate.jpg");
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oglu::Texture opengl = oglu::MakeTexture("assets/opengl.png");
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oglu::Camera camera;
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camera.Move(0.0f, 0.0f, -5.0f);
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glm::mat4 view(1.0f);
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -5.0f));
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glm::mat4 projection(1.0f);
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projection = glm::perspective(45.0f, 1.0f, 0.1f, 100.0f);
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// Window loop
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oglu::Enable(GL_DEPTH_TEST);
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float t = 0.0f;
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while (!glfwWindowShouldClose(window))
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{
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@ -97,16 +103,17 @@ int main(int argc, char** argv)
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oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
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square.Rotate(6.0f, 0.0f, 0.0f);
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square2.Rotate(-6.0f, 0.0f, 0.0f);
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camera.Rotate(0.0f, 1.0f, 0.0f);
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view = glm::rotate(view, glm::radians(1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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// camera.Rotate(0.0f, 1.0f, 0.0f);
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// camera.Pan(1.f);
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shader->Use();
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shader->SetUniform("texture1", crate, 0);
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shader->SetUniform("texture2", opengl, 1);
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shader->SetUniform("model", square);
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shader->SetUniform("view", camera);
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shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, camera.GetProjectionMatrix());
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shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(view));
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shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(projection));
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square.Render();
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