264 lines
7.3 KiB
C++
264 lines
7.3 KiB
C++
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#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <imgui/imgui.h>
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#include <imgui/imgui_impl_glfw.h>
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#include <imgui/imgui_impl_opengl3.h>
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#include "Shader.hpp"
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#include "Texture.hpp"
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#include "Cube.hpp"
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void LogGlfwError(const char* message)
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{
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const char* error;
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int code = glfwGetError(&error);
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std::cerr << message << std::endl
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<< "(" << code << ") " << error << std::endl;
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}
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void PrintVersionInfo()
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{
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int glfwMajor, glfwMinor, glfwRev;
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glfwGetVersion(&glfwMajor, &glfwMinor, &glfwRev);
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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const char* renderer = (const char*)glGetString(GL_RENDERER);
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const char* version = (const char*)glGetString(GL_VERSION);
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const char* glslVersion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
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std::cout << "Using GLFW " << glfwMajor << "." << glfwMinor << "." << glfwRev << std::endl;
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std::cout << "GPU Vendor: " << vendor << std::endl;
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std::cout << "GPU Model: " << renderer << std::endl;
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std::cout << "OpenGL Version: " << version << std::endl;
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std::cout << "GLSL Version: " << glslVersion << std::endl;
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if (extensions != nullptr)
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std::cout << "Loaded extensions: " << extensions << std::endl;
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std::cout << "----------------------------------------" << std::endl;
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}
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void FramebufferSizeCallback(GLFWwindow* window, int w, int h)
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{
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glViewport(0, 0, w, h);
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}
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int main(int argc, char** argv)
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{
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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int success;
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success = glfwInit();
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if (!success)
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{
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LogGlfwError("Failed to initialize GLFW");
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return -1;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window;
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window = glfwCreateWindow(800, 800, "OpenGL Test", NULL, NULL);
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if (window == nullptr)
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{
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LogGlfwError("Failed to create GLFWwindow");
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return -1;
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}
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glfwMakeContextCurrent(window);
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cerr << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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ImGui_ImplOpenGL3_Init((char*)glGetString(GL_NUM_SHADING_LANGUAGE_VERSIONS));
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ImGui::StyleColorsDark();
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PrintVersionInfo();
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glViewport(0, 0, 800, 800);
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glfwSetFramebufferSizeCallback(window, FramebufferSizeCallback);
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/*
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Shader shader("basic.vert", "basic.frag");
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Texture texture1("lauch.jpg");
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Texture texture2("tomato.jpg");
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shader.Use();
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shader.SetUniformInt("texture1", 0);
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shader.SetUniformInt("texture2", 1);
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3(0.f, -0.7f, 0.f));
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model = glm::rotate(model, glm::radians(-55.f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::translate(view, glm::vec3(0.f, 0.f, -3.f));
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glm::mat4 projection = glm::mat4(1.0f);
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projection = glm::perspective(glm::radians(45.f), 1.f, 0.1f, 100.0f);
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shader.SetUniformMat4("model", glm::value_ptr(model));
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shader.SetUniformMat4("view", glm::value_ptr(view));
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shader.SetUniformMat4("projection", glm::value_ptr(projection));
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float vertices[4 * (3 + 3 + 2)] = {
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// Position //Color // Texture
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-0.5f, 0.5f, 1.0f, 0.3f, 1.0f, 0.6f, 0.0f, 1.0f,
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0.5f, 0.5f, 1.0f, 0.8f, 0.1f, 0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 1.0f, 0.5f, 0.6f, 0.2f, 1.0f, 0.0f,
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-0.5f, -0.5f, 1.0f, 0.2f, 0.7f, 0.8f, 0.0f, 0.0f,
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};
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unsigned int indices[2 * 3] = {
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0, 1, 3,
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1, 2, 3
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};
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unsigned int VAO, VBO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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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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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * sizeof(float), (void*)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * sizeof(float), (void*)(3 * sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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*/
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Shader cubeShader("cube.vert", "cube.frag");
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Texture cubeTexture("crate.jpg");
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cubeShader.Use();
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 perspective = glm::mat4(1.0f);
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cubeShader.SetUniformMat4("model", glm::value_ptr(model));
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cubeShader.SetUniformMat4("view", glm::value_ptr(view));
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cubeShader.SetUniformInt("lauch", 0);
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Cube cube(0.0f, 0.0f, 0.0f, 0.5f);
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f),
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glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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glEnable(GL_DEPTH_TEST);
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while (!glfwWindowShouldClose(window))
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{
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glfwPollEvents();
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float t = glfwGetTime();
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static float fov = glm::radians(45.0f);
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static float zNear = 0.1f;
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static float zFar = 100.0f;
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static float camX = 0.0f;
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static float camY = 0.0f;
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static float camZ = -3.0f;
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static float yaw = 0.0f;
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static float pitch = 0.0f;
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static float roll = 0.0f;
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//model = glm::rotate(model, glm::radians(1.0f), glm::vec3(1.0f, 1.0f, 1.0f));
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glClearColor(0.1f, 0.4f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Render ImGui
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ImGui::Begin("Rendering Controls");
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if (ImGui::CollapsingHeader("Projection"))
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{
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ImGui::SliderAngle("FOV", &fov, 10.0f, 120.0f, "%.0f<EFBFBD>");
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ImGui::SliderFloat("zNear", &zNear, 0.1f, 10.0f);
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ImGui::SliderFloat("zFar", &zFar, 10.0f, 100.0f);
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}
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if (ImGui::CollapsingHeader("View"))
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{
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ImGui::SliderFloat("CamX", &camX, -2.0f, 2.0f);
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ImGui::SliderFloat("CamY", &camY, -2.0f, 2.0f);
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ImGui::SliderFloat("CamZ", &camZ, -10.0f, 0.0f);
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ImGui::Separator();
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ImGui::SliderAngle("Yaw", &yaw, -45.0f, 45.0f, "%.0f<EFBFBD>");
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ImGui::SliderAngle("Pitch", &pitch, -45.0f, 45.0f, "%.0f<EFBFBD>");
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ImGui::SliderAngle("Roll", &roll, -45.0f, 45.0f, "%.0f<EFBFBD>");
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}
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ImGui::End();
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perspective = glm::perspective(fov, 1.0f, zNear, zFar);
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view = glm::mat4(1.0f);
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view = glm::rotate(view, yaw, glm::vec3(0.f, 1.f, 0.f));
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view = glm::rotate(view, pitch, glm::vec3(1.f, 0.f, 0.f));
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view = glm::rotate(view, roll, glm::vec3(0.f, 0.f, 1.f));
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view = glm::translate(view, glm::vec3(camX, camY, camZ));
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cubeTexture.Bind();
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cubeShader.Use();
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cubeShader.SetUniformMat4("projection", &perspective[0][0]);
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cubeShader.SetUniformMat4("view", &view[0][0]);
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for (int i = 0; i < 10; i++)
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{
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model = glm::mat4(1.0f);
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model = glm::translate(model, cubePositions[i]);
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model = glm::rotate(model, glm::radians(20.0f * i), glm::vec3(1.0f, 0.3f, 0.5f));
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cubeShader.SetUniformMat4("model", &model[0][0]);
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cube.Draw(cubeShader);
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}
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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glfwDestroyWindow(window);
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return 0;
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}
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