2023-03-13 22:27:09 +05:00
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#include <iostream>
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#include "visual.hpp"
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#include "entity.hpp"
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#include "ui.hpp"
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//#include "transform.hpp"
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#include "camera.hpp"
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#include "scene.hpp"
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#include "grid.hpp"
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#include <implot.h>
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#include "ray.hpp"
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int main()
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{
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Visual visual;
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visual.window()->keyClickCallback([](gpu::Window* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE)
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window->state(gpu::Window::Closed);
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});
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visual.window()->context().debug();
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UI ui {visual.window()};
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darray<vec3> vertices {
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/*vec2(-0.5f, 0.5f),
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vec2(0.5f, 0.5f),
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vec2(0.5f, -0.5f),
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vec2(-0.5f, -0.5f)*/
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vec3(-0.5f, -0.5f, -0.5f),
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vec3(0.5f, -0.5f, -0.5f),
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vec3(0.5f, 0.5f, -0.5f),
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vec3(0.5f, 0.5f, -0.5f),
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vec3(-0.5f, 0.5f, -0.5f),
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vec3(-0.5f, -0.5f, -0.5f),
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vec3(-0.5f, -0.5f, 0.5f),
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vec3(0.5f, -0.5f, 0.5f),
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vec3(0.5f, 0.5f, 0.5f),
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vec3(0.5f, 0.5f, 0.5f),
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vec3(-0.5f, 0.5f, 0.5f),
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vec3(-0.5f, -0.5f, 0.5f),
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vec3(-0.5f, 0.5f, 0.5f),
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vec3(-0.5f, 0.5f, -0.5f),
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vec3(-0.5f, -0.5f, -0.5f),
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vec3(-0.5f, -0.5f, -0.5f),
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vec3(-0.5f, -0.5f, 0.5f),
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vec3(-0.5f, 0.5f, 0.5f),
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vec3(0.5f, 0.5f, 0.5f),
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vec3(0.5f, 0.5f, -0.5f),
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vec3(0.5f, -0.5f, -0.5f),
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vec3(0.5f, -0.5f, -0.5f),
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vec3(0.5f, -0.5f, 0.5f),
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vec3(0.5f, 0.5f, 0.5f),
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vec3(-0.5f, -0.5f, -0.5f),
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vec3(0.5f, -0.5f, -0.5f),
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vec3(0.5f, -0.5f, 0.5f),
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vec3(0.5f, -0.5f, 0.5f),
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vec3(-0.5f, -0.5f, 0.5f),
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vec3(-0.5f, -0.5f, -0.5f),
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vec3(-0.5f, 0.5f, -0.5f),
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vec3(0.5f, 0.5f, -0.5f),
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vec3(0.5f, 0.5f, 0.5f),
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vec3(0.5f, 0.5f, 0.5f),
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vec3(-0.5f, 0.5f, 0.5f),
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vec3(-0.5f, 0.5f, -0.5f)
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};
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darray<vec3> normals {
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(-1.0f, 0.0f, 0.0f),
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vec3(-1.0f, 0.0f, 0.0f),
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vec3(-1.0f, 0.0f, 0.0f),
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vec3(-1.0f, 0.0f, 0.0f),
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vec3(-1.0f, 0.0f, 0.0f),
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vec3(-1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f)
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};
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darray<vec3> colors {
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vec3(1.0f, 0.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(1.0f, 1.0f, 1.0f)
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};
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darray<Vector<unsigned int, 3>> indices {
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Vector<unsigned int, 3>(0, 1, 2),
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Vector<unsigned int, 3>(2, 3, 0)
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};
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Entity entity {visual.shaderProgram()};
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entity.addVertices(vertices);
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entity.addNormals(normals);
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//entity.addColors(colors);
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//entity.addIndices(indices);
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Scene scene;
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scene.camera(new OrbitCamera());
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scene.add(TreeNode<Entity>(entity));
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//Transform transform {&entity};
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//gpu::DepthBuffer depthBuffer {true};
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visual.depthBuffer().bind();
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//gpu::CullFace cullFace {gpu::CullFace::Mode::FrontAndBack};
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float angle = 0;
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glEnable(GL_PROGRAM_POINT_SIZE);
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/*gpu::ShaderProgram shaderProgram;
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gpu::Shader vertexShader {gpu::Shader::Type::Vertex, gridVertexSource};
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vertexShader.create();
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gpu::Shader fragmentShader {gpu::Shader::Type::Fragment, gridFragmentSource};
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fragmentShader.create();
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shaderProgram.create();
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shaderProgram.attach(vertexShader);
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shaderProgram.attach(fragmentShader);
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shaderProgram.link();
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shaderProgram.bind();
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shaderProgram.uniformMatrix<4, 4>("view", 1, true, scene.camera()->view().data());
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shaderProgram.uniformMatrix<4, 4>("projection", 1, true, scene.camera()->projection().data());
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shaderProgram.unbind();*/
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/*Entity grid {visual.shaderProgram()};
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darray<vec3> vertices2;
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auto genVert = [](float x, float y){;
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return darray<vec3>{
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vec3(-1.0f + x, 0.f + y, 0.f),
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vec3(1.0f + x, 0.f + y, 0.f),
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vec3(0.f + x, -1.0f + y, 0.f),
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vec3(0.f + x, 1.0f + y, 0.f)
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};};
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for (auto x = -100; x < 100; ++x)
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for (auto y = -100; y < 100; ++y)
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vertices2.push(genVert(x, y));
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grid.addVertices(vertices2);
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grid.color(vec4(1, 1, 1, 1));
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grid.renderMode(gpu::ArrayObject::Lines);*/
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//Grid grid {visual.shaderProgram()};
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//scene.add(TreeNode<Entity>(grid));
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/*
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gpu::ArrayObject ao;
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gpu::BufferObject bo;
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ao.create();
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ao.bind();
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bo.create(vertices2);
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bo.bind();
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ao.attribPointer(bo, 0, 3);
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ao.unbind();
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bo.unbind();*/
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glfwWindowHint(GLFW_SAMPLES, 4);
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ImPlot::CreateContext();
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glEnable(GL_MULTISAMPLE);
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/*gpu::Texture tex;
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tex.create();
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gpu::Renderbuffer rb;
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rb.create();*/
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gpu::Framebuffer framebuffer;
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framebuffer.create();
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gpu::Viewport viewport;
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/*framebuffer.bind();
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framebuffer.attach(tex);
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framebuffer.attach(rb);
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framebuffer.unbind();*/
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const vec4 background = vec4(0.2f, 0.2f, 0.2f, 1.0f);
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while (visual.window()->state() != gpu::Window::Closed)
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{
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visual.colorBuffer().clear(background);
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visual.depthBuffer().clear();
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//cullFace.bind();
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//entity.render(hpr::gpu::ArrayObject::Triangles);
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//angle += 1;
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//transform.rotate({0, 1, 0}, angle);
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//transform.rotate({0, 0, 1}, angle);
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//transform.render();
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viewport.size() = vec2(framebuffer.width(), framebuffer.height());
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viewport.set();
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framebuffer.bind();
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framebuffer.rescale();
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visual.colorBuffer().clear(background);
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visual.depthBuffer().clear();
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scene.camera()->aspect() = (float)framebuffer.width() / (float)framebuffer.height();
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scene.render();
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framebuffer.unbind();
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viewport.size() = vec2((float)visual.window()->width(), (float)visual.window()->height());
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viewport.set();
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//shaderProgram.bind();
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ui.createFrame();
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bool yes = true;
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ImGui::ShowDemoWindow(&yes);
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ImPlot::ShowDemoWindow(&yes);
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ImGui::Begin("Hello, world!");
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{
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if (ImGui::Button("Exit"))
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visual.window()->state(gpu::Window::Closed);
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ImGui::End();
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}
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ui.render();
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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if (ImGui::Begin("Scene"))
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{
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ImGui::PopStyleVar();
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if (!ImGui::IsWindowCollapsed())
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{
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framebuffer.width() = static_cast<int>(ImGui::GetContentRegionAvail().x);
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framebuffer.height() = static_cast<int>(ImGui::GetContentRegionAvail().y);
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ImGui::Image(reinterpret_cast<void *>(framebuffer.texture().index()), ImGui::GetContentRegionAvail(),
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ImVec2{0, 1}, ImVec2{1, 0});
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ImGuiIO& io = ImGui::GetIO();
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Ray ray;
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ray.fromScreen(io.MousePos.x, io.MousePos.y, framebuffer.width(), framebuffer.height(), scene.camera());
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float tMin, tMax;
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Entity* ent = scene.nodes()[0].data();
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bool rayOBB = ray.obb({-1.0f, -1.0f, -1.0f}, {1.0f, 1.0f, 1.0f}, ent, tMin, tMax);
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//std::cout << rayOBB << std::endl;
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if (rayOBB)
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ent->color(vec4(1.f, 0.f, 0.f, 1.f));
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else
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ent->color(vec4(0.f, 1.f, 0.f, 1.f));
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if (ImGui::Begin("Properties"))
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{
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ImGui::DragFloat3("position", ray.p_position.data());
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ImGui::DragFloat3("direction", ray.p_direction.data());
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vec2 mouse {io.MousePos.x, io.MousePos.y};
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ImGui::DragFloat2("mouse", mouse.data());
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ImGui::Checkbox("ray", &rayOBB);
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ImGui::DragFloat("dist", &tMin);
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ImGui::DragFloat("dist", &tMax);
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ImGui::End();
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}
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if (ImGui::IsWindowHovered())
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{
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if (io.WantCaptureMouse)
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{
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dynamic_cast<OrbitCamera*>(scene.camera())->scrollEvent(0, io.MouseWheel);
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if (ImGui::IsMouseDown(ImGuiMouseButton_Middle)) //(io.MouseDown[ImGuiMouseButton_Middle])
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{
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if (ImGui::IsKeyDown(ImGuiKey_LeftShift)) //(io.KeysDown[ImGuiKey_LeftShift])
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{
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dynamic_cast<OrbitCamera*>(scene.camera())->moveEvent(io.MouseDelta.x, io.MouseDelta.y);
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}
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else
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{
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dynamic_cast<OrbitCamera*>(scene.camera())->rotateEvent(io.MouseDelta.x, io.MouseDelta.y);
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}
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}
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if (ImGui::IsMouseClicked(ImGuiMouseButton_Left))
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{
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}
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}
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}
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}
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ImGui::End();
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}
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ui.renderFrame();
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visual.render();
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}
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ImPlot::DestroyContext();
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framebuffer.destroy();
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return 0;
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}
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