mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
229 lines
6.6 KiB
C++
229 lines
6.6 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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#include <learnopengl/entity.h>
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#ifndef ENTITY_H
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#define ENTITY_H
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#include <list> //std::list
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#include <memory> //std::unique_ptr
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class Entity : public Model
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{
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public:
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list<unique_ptr<Entity>> children;
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Entity* parent;
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};
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#endif
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow* window);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// tell stb_image.h to flip loaded texture's on the y-axis (before loading model).
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stbi_set_flip_vertically_on_load(true);
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader ourShader("1.model_loading.vs", "1.model_loading.fs");
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// load entities
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// -----------
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Model model = Model(FileSystem::getPath("resources/objects/planet/planet.obj"));
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Entity ourEntity(model);
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ourEntity.transform.setLocalPosition({ 10, 0, 0 });
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const float scale = 0.75;
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ourEntity.transform.setLocalScale({ scale, scale, scale });
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{
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Entity* lastEntity = &ourEntity;
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for (unsigned int i = 0; i < 10; ++i)
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{
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lastEntity->addChild(model);
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lastEntity = lastEntity->children.back().get();
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//Set tranform values
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lastEntity->transform.setLocalPosition({ 10, 0, 0 });
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lastEntity->transform.setLocalScale({ scale, scale, scale });
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}
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}
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ourEntity.updateSelfAndChild();
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// draw in wireframe
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// don't forget to enable shader before setting uniforms
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ourShader.use();
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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ourShader.setMat4("projection", projection);
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ourShader.setMat4("view", view);
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// draw our scene graph
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Entity* lastEntity = &ourEntity;
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while (lastEntity->children.size())
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{
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ourShader.setMat4("model", lastEntity->transform.getModelMatrix());
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lastEntity->pModel->Draw(ourShader);
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lastEntity = lastEntity->children.back().get();
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}
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ourEntity.transform.setLocalRotation({ 0.f, ourEntity.transform.getLocalRotation().y + 20 * deltaTime, 0.f });
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ourEntity.updateSelfAndChild();
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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}
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