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~ | Camera system working
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10
srcs/RT.cpp
10
srcs/RT.cpp
@ -19,10 +19,6 @@ int main(void)
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shader.attach();
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// glm::vec2 vertices[6] = {
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// { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
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// { 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
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// };
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glm::vec2 vertices[3] = {
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{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}
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};
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@ -34,13 +30,9 @@ int main(void)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glm::mat4 view = window.get_camera()->get_view_matrix();
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / HEIGHT, 0.1f, 100.0f);
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_vec3("u_cameraPosition", window.get_camera()->get_position());
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shader.set_mat4("u_viewMatrix", view);
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shader.set_mat4("u_projectionMatrix", projection);
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shader.set_mat4("u_viewMatrix", window.get_camera()->get_view_matrix());
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glUseProgram(shader.getProgram());
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shader.drawTriangles(size);
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