[EDIT] code style guide - toolbox & main
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@@ -1,18 +1,16 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#define STB_IMAGE_IMPLEMENTATION
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#include <ostream>
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#include "stb_image.h"
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#include <ostream>
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#include "models/Model.h"
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#include "renderEngine/Loader.h"
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#include "renderEngine/ObjLoader.h"
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#include "renderEngine/Renderer.h"
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#include "shaders/StaticShader.h"
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#include "toolbox/Toolbox.h"
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#include "toolbox/math.h"
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glew32s.lib")
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@@ -1,5 +1,4 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "../stb_image.h"
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#include "Loader.h"
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@@ -3,7 +3,7 @@
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#include <iostream>
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#include "../models/Model.h"
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#include "Renderer.h"
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#include "../toolbox/Toolbox.h"
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#include "../toolbox/math.h"
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namespace renderEngine
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{
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@@ -52,7 +52,7 @@ namespace renderEngine
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glEnableVertexAttribArray(1);
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// Load the transformation of the model into the shader
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const glm::mat4 modelMatrix = toolbox::createModelMatrix(entity.getPosition(), entity.getRotation(), entity.getScale());
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const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.getPosition(), entity.getRotation(), entity.getScale());
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shader.loadModelMatrix(modelMatrix);
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// Draw the model
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@@ -1,5 +1,5 @@
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#include "StaticShader.h"
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#include "../toolbox/Toolbox.h"
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#include "../toolbox/math.h"
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namespace shaders
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{
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@@ -69,7 +69,7 @@ namespace shaders
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void StaticShader::loadViewMatrix(entities::Camera& camera) const
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{
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const glm::mat4 viewMatrix = toolbox::createViewMatrix(camera);
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const glm::mat4 viewMatrix = toolbox::CreateViewMatrix(camera);
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loadMatrix(location_viewMatrix, viewMatrix);
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}
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@@ -1,17 +0,0 @@
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#version 400 core
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// The FragmentShader is run for each pixel in a face on the screen.
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// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
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in vec2 passTextureCoords;
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// Final color of the pixel
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out vec4 outColor;
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// The texture of the model
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uniform sampler2D textureSampler;
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void main(void)
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{
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outColor = texture(textureSampler, passTextureCoords);
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}
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@@ -1,25 +0,0 @@
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#version 400 core
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// The VertexShader is run for each vertex on the screen.
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// Position of the vertex
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in vec3 position;
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// Coordinates of the texture
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in vec2 textureCoords;
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// Equal to the textureCoords
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out vec2 passTextureCoords;
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uniform mat4 modelMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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void main(void)
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{
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// Tell OpenGL where to render the vertex
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
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// Pass the textureCoords directly to the fragment shader
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passTextureCoords = textureCoords;
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}
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@@ -1,8 +1,8 @@
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#include "Toolbox.h"
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#include "math.h"
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namespace toolbox
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{
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glm::mat4 createModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
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glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
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{
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glm::mat4 matrix(1.0f);
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matrix = glm::translate(matrix, translation);
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@@ -13,14 +13,14 @@ namespace toolbox
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return matrix;
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}
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glm::mat4 createViewMatrix(entities::Camera& camera)
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glm::mat4 CreateViewMatrix(entities::Camera& camera)
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{
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glm::mat4 matrix(1.0f);
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matrix = glm::rotate(matrix, glm::radians(camera.getRotation().x), glm::vec3(1, 0, 0));
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matrix = glm::rotate(matrix, glm::radians(camera.getRotation().y), glm::vec3(0, 1, 0));
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matrix = glm::rotate(matrix, glm::radians(camera.getRotation().z), glm::vec3(0, 0, 1));
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const glm::vec3 negativeCamPos = glm::vec3(-camera.getPosition().x, -camera.getPosition().y, -camera.getPosition().z);
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matrix = glm::translate(matrix, negativeCamPos);
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const glm::vec3 negative_cam_pos = glm::vec3(-camera.getPosition().x, -camera.getPosition().y, -camera.getPosition().z);
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matrix = glm::translate(matrix, negative_cam_pos);
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return matrix;
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}
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}
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@@ -8,7 +8,7 @@ namespace toolbox
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#define WINDOW_WIDTH 1400.0f
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#define WINDOW_HEIGT 800.0f
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glm::mat4 createModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
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glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
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glm::mat4 createViewMatrix(entities::Camera& camera);
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glm::mat4 CreateViewMatrix(entities::Camera& camera);
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}
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@@ -21,13 +21,13 @@
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<ItemGroup>
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<ClCompile Include="src\entities\Camera.cpp" />
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<ClCompile Include="src\entities\Entity.cpp" />
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<ClCompile Include="src\MainManager.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\renderEngine\Loader.cpp" />
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<ClCompile Include="src\renderEngine\ObjLoader.cpp" />
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<ClCompile Include="src\renderEngine\Renderer.cpp" />
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<ClCompile Include="src\shaders\ShaderProgram.cpp" />
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<ClCompile Include="src\shaders\StaticShader.cpp" />
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<ClCompile Include="src\toolbox\Toolbox.cpp" />
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<ClCompile Include="src\toolbox\math.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\entities\Camera.h" />
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@@ -39,7 +39,7 @@
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<ClInclude Include="src\shaders\ShaderProgram.h" />
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<ClInclude Include="src\shaders\StaticShader.h" />
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<ClInclude Include="src\stb_image.h" />
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<ClInclude Include="src\toolbox\Toolbox.h" />
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<ClInclude Include="src\toolbox\math.h" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<VCProjectVersion>16.0</VCProjectVersion>
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@@ -36,10 +36,10 @@
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<ClCompile Include="src\shaders\StaticShader.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\toolbox\Toolbox.cpp">
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<ClCompile Include="src\main.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\MainManager.cpp">
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<ClCompile Include="src\toolbox\math.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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@@ -68,10 +68,10 @@
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<ClInclude Include="src\shaders\StaticShader.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\toolbox\Toolbox.h">
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<ClInclude Include="src\stb_image.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\stb_image.h">
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<ClInclude Include="src\toolbox\math.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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