[testing] shader ddoesnt work, still on it
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79
src/scenes/in_Game_Scene.cpp
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79
src/scenes/in_Game_Scene.cpp
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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namespace scene
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{
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std::vector<entities::Entity> entities;
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std::vector<entities::Light> lights;
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models::RawModel raw_model;
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models::ModelTexture texture;
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shaders::EntityShader shader;
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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extern GLFWwindow* window;
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void scene::In_Game_Scene::start()
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{
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raw_model = render_engine::LoadObjModel("res/House.obj");
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, texture };
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int z = 0;
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for (int i = 0; i < 5; ++i)
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{
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entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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z += (raw_model.model_size.x * 20);
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}
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shader.Init();
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render_engine::renderer::Init(shader);
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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}
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void scene::In_Game_Scene::render()
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{
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// Render
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader.LoadLights(lights);
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shader.LoadViewMatrix(camera);
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// Renders each entity in the entities list
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for (entities::Entity& entity : entities)
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{
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render_engine::renderer::Render(entity, shader);
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}
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// Stop rendering the entities
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shader.Stop();
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}
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void scene::In_Game_Scene::update()
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{
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camera.Move(window);
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}
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void scene::In_Game_Scene::onKey(int key, int scancode, int action, int mods)
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{
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}
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}
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19
src/scenes/in_Game_Scene.h
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19
src/scenes/in_Game_Scene.h
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#pragma once
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#include "scene.h"
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namespace scene
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{
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class In_Game_Scene : public scene::Scene
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{
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private:
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public:
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virtual void start() override;
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virtual void render() override;
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virtual void update() override;
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virtual void onKey(int key, int scancode, int action, int mods) override;
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};
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}
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7
src/scenes/scene.cpp
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7
src/scenes/scene.cpp
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#include "scene.h"
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namespace scene
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{
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}
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34
src/scenes/scene.h
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34
src/scenes/scene.h
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#pragma once
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <map>
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namespace scene {
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class Scene
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{
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public:
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virtual void start() = 0;
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virtual void render() = 0;
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virtual void update() = 0;
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virtual void onKey(int key, int scancode, int action, int mods) {};
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};
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enum class Scenes
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{
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STARTUP,
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INGAME,
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GAMEOVER,
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CALIBRATION
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};
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extern std::map<Scenes, Scene*> scenes;
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extern Scene* current_scene;
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extern GLFWwindow* window;
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}
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35
src/scenes/startup_Scene.cpp
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35
src/scenes/startup_Scene.cpp
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <map>
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#include "startup_Scene.h"
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namespace scene
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{
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std::map<Scenes, Scene*> scenes;
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Scene* current_scene;
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GLFWwindow* window;
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void scene::Startup_Scene::start()
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{
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}
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void scene::Startup_Scene::render()
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{
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}
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void scene::Startup_Scene::update()
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{
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}
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void scene::Startup_Scene::onKey(int key, int scancode, int action, int mods)
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{
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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current_scene = scenes[Scenes::INGAME];
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current_scene->start();
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}
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}
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}
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20
src/scenes/startup_Scene.h
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20
src/scenes/startup_Scene.h
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#pragma once
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#include "scene.h"
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#include <map>
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namespace scene
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{
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class Startup_Scene : public scene::Scene
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{
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private:
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public:
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virtual void start() override;
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virtual void render() override;
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virtual void update() override;
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virtual void onKey(int key, int scancode, int action, int mods) override;
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};
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}
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