Start working on translations
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@ -1,6 +1,7 @@
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#version 440
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in vec3 vs_position;
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in mat4 vs_transform;
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in vec3 vs_color;
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in vec2 vs_texcoord;
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@ -7,11 +7,15 @@ layout (location = 2) in vec2 vertex_texcoord;
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out vec3 vs_position;
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out vec3 vs_color;
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out vec2 vs_texcoord;
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out mat4 vs_transform;
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uniform mat4 transform;
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void main() {
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vs_position = vertex_position;
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vs_transform = transform;
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vs_color = vertex_color;
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vs_texcoord = vertex_texcoord;
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gl_Position = vec4(vertex_position, 1.f);
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gl_Position = transform * vec4(vertex_position, 1.0f);
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}
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@ -25,6 +25,7 @@ namespace simpleengine::shapes_2d {
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private:
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gfx::Shader shader; // This only stores the shader program
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nonstd::optional<gfx::Texture> texture;
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glm::mat4 translation;
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public:
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std::vector<Vertex> vertices;
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gfx::VBO vbo;
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@ -0,0 +1,34 @@
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#pragma once
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#include <glm/detail/qualifier.hpp>
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#include <glm/glm.hpp>
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namespace simpleengine {
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template<typename T = float>
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class Translatable {
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protected:
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public:
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glm::mat<4, 4, T, glm::defaultp> translation_matrix;
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virtual Translatable<T> operator+(const Translatable<T> rhs) = 0;
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virtual Translatable<T> operator-(const Translatable<T> rhs) = 0;
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virtual void translate(const glm::mat<4, 4, T, glm::defaultp>& translate_vec) = 0;
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virtual void translate(const Translatable<T>& translate_vec) = 0;
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virtual void translate(T x, T y, T z) = 0;
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virtual void translate(const T& x, const T& y, const T& z) = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_matrix(float degrees, glm::vec3 rotation_axis) const = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_x_matrix(float degrees) const = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_y_matrix(float degrees) const = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_z_matrix(float degrees) const = 0;
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virtual void rotate(float degrees, glm::vec3 rotation_axis) = 0;
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virtual void rotate_x(float degrees) = 0;
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virtual void rotate_y(float degrees) = 0;
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virtual void rotate_z(float degrees) = 0;
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virtual void scale(float scalar) = 0;
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};
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}
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@ -2,7 +2,8 @@
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namespace simpleengine::shapes_2d {
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Triangle::Triangle(gfx::Shader shader, std::vector<Vertex> vertices) : super(nullptr),
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shader(shader), vertices(vertices), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)), texture(nonstd::nullopt) {
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shader(shader), vertices(vertices), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
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texture(nonstd::nullopt), translation(glm::mat4(1.0f)) {
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vao.bind();
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vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
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@ -11,7 +12,13 @@ namespace simpleengine::shapes_2d {
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vao.enable_attrib(vbo, 2, 2, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, tex_coord));
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// Tell the shader that there is no texture.
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shader.set_uniform_int("texture_is_set", false);
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shader.use();
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shader.set_uniform_int("texture_is_set", false, false);
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/* translation = glm::rotate(translation, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
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translation = glm::scale(translation, glm::vec3(0.5, 0.5, 0.5)); */
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shader.set_uniform_matrix_4f("translation", translation, false);
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shader.unuse();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@ -30,10 +37,10 @@ namespace simpleengine::shapes_2d {
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}
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void Triangle::update(const float& delta_time) {
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for (Vertex& vertex : vertices) {
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/* for (Vertex& vertex : vertices) {
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vertex.position.translate_x(0.01f);
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vertex.position.translate_y(0.01f);
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}
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} */
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}
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void Triangle::render(std::shared_ptr<GLFWwindow> target) {
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