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https://github.com/Ed94/DuctTaped_GL.git
synced 2025-06-15 19:41:48 -07:00
Last bit of tape before turning assignment 1
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@ -91,7 +91,7 @@ namespace DGL
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transform = Translate(transform, position);
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transform = Scale (transform, scale );
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valueLoop += 0.31879f * _delta;
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valueLoop += 0.31879f * gFloat(_delta);
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return;
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}
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@ -232,9 +232,9 @@ namespace DGL
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transform = CoordSpace(1.0f);
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transform = DGL::Translate(transform, position);
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transform = Translate(transform, position);
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transform = DGL::Scale(transform, scale);
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transform = Scale(transform, scale);
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return;
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}
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@ -245,9 +245,9 @@ namespace DGL
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transform = CoordSpace(1.0f);
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transform = DGL::Translate(transform, position);
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transform = Translate(transform, position);
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transform = DGL::Scale(transform, scale);
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transform = Scale(transform, scale);
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return;
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}
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@ -281,7 +281,7 @@ namespace DGL
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private:
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//EEntityType type;
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// EEntityType type;
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Vector3 position ;
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Vector3 scale ;
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@ -3,7 +3,7 @@ Title : Ducktaped GL: Model
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Author: Edward R. Gonzalez
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Description:
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Allows the management of loading and buffer/rendering models from wavefront obj file sources.
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*/
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#pragma once
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@ -120,6 +120,8 @@ namespace DGL
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if (normals.size() > 0)
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{
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//generated.Normals.vec[index] = normals[index];
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// Not using built in normals for now...
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}
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}
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@ -157,11 +159,6 @@ namespace DGL
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normal = GetCrossNormal(edge1, edge2);
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//faces[faceIndex].Normals.vec[0] = vertexIndex1;
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//faces[faceIndex].Normals.vec[1] = vertexIndex2;
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//faces[faceIndex].Normals.vec[2] = vertexIndex3;
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normals[vertexIndex1] += normal;
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normals[vertexIndex2] += normal;
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normals[vertexIndex3] += normal;
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@ -169,14 +166,6 @@ namespace DGL
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for (int index = 0; index < normals.size(); index++)
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{
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/*gFloat magnitude = 0.0f;
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magnitude = normals[index].x + normals[index].y + normals[index].z;
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normals[index].x /= magnitude;
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normals[index].y /= magnitude;
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normals[index].z /= magnitude;*/
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normals[index] = GetDirection(normals[index]);
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}
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}
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@ -201,6 +190,8 @@ namespace DGL
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// Hardcoded to only do the verticies and normals for now...
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void Buffer()
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{
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// Generate buffers
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GenerateVertexBuffers(vertexArrayID , 1);
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GenerateBuffers (vertexBufferID , 1);
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GenerateBuffers (normalBuffferID, 1);
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@ -256,24 +247,11 @@ namespace DGL
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}
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BindBuffer(EBufferTarget::VertexIndices, elementBufferID);
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BufferData(faces[0], gSize(faces.size() * sizeof(Face)), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
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UnbindVertexArray(); // Unbind vertex array.
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/*for (int index = 0; index < verticies.size(); index++)
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{
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cout << "Vertex: " << verticies[index].x << ", " << verticies[index].y << ", " << ", " << verticies[index].z << endl;
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}
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for (int index = 0; index < verticies.size(); index++)
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{
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cout << "Normal: " << normals[index].x << ", " << normals[index].y << ", " << ", " << normals[index].z << endl;
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}*/
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}
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void Load()
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@ -1,3 +1,12 @@
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/*
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Title : Ducktaped GL: Shader
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Author: Edward R. Gonzalez
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Description:
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All the wrappers for the openGL shader related and and implementation of a basic light and phong shader.
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*/
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#pragma once
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//DGL
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@ -1,3 +1,11 @@
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/*
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Title : Ducktaped GL: Space
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Author: Edward R. Gonzalez
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Description:
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Contains related functionality for dealing with 3D-Space, and viewing.
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*/
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#pragma once
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// GLM
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@ -1,3 +1,12 @@
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/*
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Title : Ducktaped GL: Utilities
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Author: Edward R. Gonzalez
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Description:
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The header with the general functionality for using glm/glfw/glew.
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*/
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#pragma once
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// GLFW, GLEW, GLM
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@ -18,6 +27,7 @@
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#include "Cpp_Alias.hpp"
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namespace DGL
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{
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// Object Instances
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@ -232,6 +242,11 @@ namespace DGL
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return;
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}
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void SetWindowHeader(Window* const _window, string _title)
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{
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glfwSetWindowTitle(_window, _title.c_str());
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}
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void SwapBuffers(Window* const _window)
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{
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glfwSwapBuffers(_window);
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