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https://github.com/JoeyDeVries/LearnOpenGL.git
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Breakout changes for revision 'Rendering Sprites'
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@@ -78,7 +78,7 @@ void ParticleGenerator::init()
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glBufferData(GL_ARRAY_BUFFER, sizeof(particle_quad), particle_quad, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(particle_quad), particle_quad, GL_STATIC_DRAW);
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// set mesh attributes
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// set mesh attributes
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), (GLvoid*)0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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// create this->amount default particle instances
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// create this->amount default particle instances
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@@ -114,7 +114,7 @@ void PostProcessor::initRenderData()
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glBindVertexArray(this->VAO);
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glBindVertexArray(this->VAO);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(GL_FLOAT), (GLvoid*)0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GL_FLOAT), (void*)0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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@@ -0,0 +1,57 @@
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/*******************************************************************
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** This code is part of Breakout.
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**
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** Breakout is free software: you can redistribute it and/or modify
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** it under the terms of the CC BY 4.0 license as published by
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** Creative Commons, either version 4 of the License, or (at your
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** option) any later version.
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******************************************************************/
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#include "game.h"
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#include "resource_manager.h"
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#include "sprite_renderer.h"
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// Game-related State data
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SpriteRenderer *Renderer;
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_MENU), Keys(), KeysProcessed(), Width(width), Height(height)
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{
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}
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Game::~Game()
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{
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}
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void Game::Init()
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{
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// load shaders
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ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite");
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// configure shaders
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width),
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static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
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ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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// load textures
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
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}
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void Game::Update(float dt)
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{
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}
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void Game::ProcessInput(float dt)
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{
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}
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void Game::Render()
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{
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Renderer->DrawSprite(ResourceManager::GetTexture("face"), glm::vec2(200.0f, 200.0f), glm::vec2(300.0f, 400.0f), 45.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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}
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@@ -69,7 +69,7 @@ void SpriteRenderer::initRenderData()
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glBindVertexArray(this->quadVAO);
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glBindVertexArray(this->quadVAO);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), (GLvoid*)0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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@@ -29,7 +29,7 @@ TextRenderer::TextRenderer(unsigned int width, unsigned int height)
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glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
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glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), 0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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