update
This commit is contained in:
17
camera.h
17
camera.h
@@ -45,7 +45,7 @@ public:
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updateCameraVectors();
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}
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void mouseCallback(float xoffset, float yoffset, GLboolean constrainPitch = true) {
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void mouseMoveCallback(float xoffset, float yoffset, GLboolean constrainPitch = true) {
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xoffset *= mouseSensitivity_;
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yoffset *= mouseSensitivity_;
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@@ -63,10 +63,25 @@ public:
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updateCameraVectors();
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}
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void mouseScrollCallback(float yoffset) {
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zoom_ -= yoffset;
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if (zoom_ < 1.0f) {
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zoom_ = 1.0;
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}
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if (zoom_ > 45.0f) {
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zoom_ = 45.0;
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}
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updateCameraVectors();
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}
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glm::mat4 getViewMatrix() {
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return glm::lookAt(position_, position_ + front_, up_);
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}
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bool firstMouse() const { return firstMouse_; }
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void triggleFirstMouse() { firstMouse_ = !firstMouse_; }
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private:
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void updateCameraVectors() {
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glm::vec3 front;
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162
main.cpp
162
main.cpp
@@ -21,16 +21,29 @@ public:
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window_(nullptr, [](GLFWwindow* w){if(w) glfwDestroyWindow(w);}) {
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lastX_ = port.width / 2;
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lastY_ = port.height / 2;
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initGeometry();
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}
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~GLWidget() {
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if (bgVao_) {
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glDeleteVertexArrays(1, &bgVao_);
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}
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if (bgVbo_) {
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glDeleteBuffers(1, &bgVbo_);
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}
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}
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~GLWidget() {}
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void setViewPort(int width, int height) {
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viewport_ = {width, height};
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}
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bool initGeometry() {
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// window_ = std::make_unique<GLFWwindow*>(glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL));
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#if __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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window_.reset(glfwCreateWindow(800, 600, "3dviewer", nullptr, nullptr));
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if (!window_) {
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std::cout << "Failed to create GLFW window" << std::endl;
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@@ -44,31 +57,30 @@ public:
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window_.get(), &GLWidget::framebuffer_size_callback);
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glfwSetWindowUserPointer(window_.get(), this);
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glfwSetFramebufferSizeCallback(window_.get(), &GLWidget::framebufferSizeCallback);
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glfwSetCursorPosCallback(window_.get(), &GLWidget::mouseCallback);
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}
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public:
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bool initBgProgram(const std::string& vpath, const std::string fpath) {
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auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
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auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
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vshader->compileShaderFromFile(vpath);
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fshader->compileShaderFromFile(fpath);
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bgProg_ = std::make_unique<LOpenGLProgram>();
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bgProg_->addShader(std::move(vshader));
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bgProg_->addShader(std::move(fshader));
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bool ret = bgProg_->Link();
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if (!ret) {
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return false;
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void setBgShaderPath(std::string vp, std::string fp) {
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bgVertShaderPath_ = vp;
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bgFragShaderPath_ = fp;
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}
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private:
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void initBgGeometry() {
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if (bgVbo_) {
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glDeleteBuffers(1, &bgVbo_);
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bgVbo_ = 0;
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}
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if (bgVao_) {
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glDeleteVertexArrays(1, &bgVao_);
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bgVao_ = 0;
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}
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const float verts[] = {
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-1.0, -1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0, 1.0, -1.0, 1.0,
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};
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if (bgVao_) {
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glDeleteVertexArrays(1, &bgVao_);
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}
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if (bgVbo_) {
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glDeleteBuffers(1, &bgVbo_);
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}
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glGenVertexArrays(1, &bgVao_);
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glBindVertexArray(bgVao_);
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@@ -83,7 +95,27 @@ public:
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}
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bool initBgProgram() {
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auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
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auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
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vshader->compileShaderFromFile(bgVertShaderPath_);
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fshader->compileShaderFromFile(bgFragShaderPath_);
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bgProg_ = std::make_unique<LOpenGLProgram>();
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bgProg_->addShader(std::move(vshader));
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bgProg_->addShader(std::move(fshader));
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bool ret = bgProg_->Link();
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if (!ret) {
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return false;
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}
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return true;
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}
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void drawBg() {
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if (!bgProg_ || !bgVao_ || !bgVbo_) {
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std::cout << "check !bgProg_ || !bgVao_ || !bgVbo_ failed\n";
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return;
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}
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bgProg_->Use();
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bgProg_->setUniformValue("uViewport", glm::vec2(viewport_.width, viewport_.height));
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bgProg_->setUniformValue("uMajorStep", 120.0f);
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@@ -96,28 +128,80 @@ public:
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glEnable(GL_DEPTH_TEST);
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}
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void mouseCallback(GLFWwindow* window, double x, double y) {
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float xpos = static_cast<float>(x);
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float ypos = static_cast<float>(y);
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if (camera_.fir) {
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public:
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void eventLoop() {
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initBgGeometry();
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initBgProgram();
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while (!glfwWindowShouldClose(window_.get())) {
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processInput(window_.get());
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drawBg();
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}
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}
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private:
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, viewport_.width, viewport_.height);
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static void framebufferSizeCallback(GLFWwindow* window, int width, int height) {
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auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
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if (!self) {
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return;
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}
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self->onFramebufferSize(width, height);
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}
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void process_input(GLFWwindow* window) {
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void onFramebufferSize(int width, int height) {
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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}
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static void mouseCallback(GLFWwindow* window, double x, double y) {
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auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
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if (!self) {
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return;
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}
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self->onMouseMove(x, y);
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}
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void onMouseMove(double x, double y) {
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float xpos = static_cast<float>(x);
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float ypos = static_cast<float>(y);
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if (camera_.firstMouse()) {
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lastX_ = x;
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lastY_ = y;
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camera_.triggleFirstMouse();
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}
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float xoffset = xpos - lastX_;
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float yoffset = lastY_ - ypos;
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lastX_ = xpos;
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lastY_ = ypos;
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camera_.mouseMoveCallback(xoffset, yoffset);
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}
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static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
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auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
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if (!self) {
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return;
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}
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self->onScrollRoll(xoffset, yoffset);
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}
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void onScrollRoll(double xoffset, double yoffset) {
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camera_.mouseScrollCallback(yoffset);
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}
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private:
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std::unique_ptr<LOpenGLProgram> bgProg_;
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std::unique_ptr<GLFWwindow, std::function<void(GLFWwindow*)>> window_;
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std::string bgFragShaderPath_;
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std::string bgVertShaderPath_;
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unsigned int bgVao_;
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unsigned int bgVbo_;
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ViewPort viewport_{800, 600};
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@@ -129,23 +213,11 @@ private:
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};
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int main() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#if __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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GLWidget glw({600, 800});
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glw.setBgShaderPath("bg.vert", "bg.frag");
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GLWidget glw;
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glw.initBgProgram("bg.vert", "bg.frag");
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while (!glfwWindowShouldClose(window)) {
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glw.drawBg();
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}
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glw.eventLoop();
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glfwTerminate();
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return 0;
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