click-drag rotation
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@@ -18,6 +18,8 @@ private:
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static void onCursorPos(GLFWwindow *window, double x, double y);
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static void onMouseButton(GLFWwindow *window, int button, int action, int mods);
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protected:
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App(int gl_major, int gl_minor);
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@@ -43,6 +45,8 @@ protected:
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virtual void onCursorPos(double x, double y) {}
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virtual void onMouseButton(int button, int action, int mods) {}
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virtual void init() {}
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virtual void display() {}
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@@ -124,6 +124,11 @@ void App::onCursorPos(GLFWwindow *window, double x, double y) {
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if (app) app->onCursorPos(x, y);
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}
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void App::onMouseButton(GLFWwindow *window, int button, int action, int mods) {
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auto *app = get(window);
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if (app) app->onMouseButton(button, action, mods);
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}
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int App::run() {
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, _gl_major);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, _gl_minor);
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@@ -137,6 +142,7 @@ int App::run() {
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glfwSetWindowSizeCallback(getWindow(), App::onSize);
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glfwSetKeyCallback(getWindow(), App::onKey);
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glfwSetCursorPosCallback(getWindow(), App::onCursorPos);
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glfwSetMouseButtonCallback(getWindow(), App::onMouseButton);
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glfwMakeContextCurrent(_window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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@@ -9,6 +9,9 @@ target_link_libraries(${PROJECT_NAME}
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glfw
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framework)
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target_include_directories(${PROJECT_NAME}
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PRIVATE
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include)
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set(SHADERS
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shaders/main.frag
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28
glapp/include/glmutil.h
Normal file
28
glapp/include/glmutil.h
Normal file
@@ -0,0 +1,28 @@
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#ifndef GL_TEMPLATE_GLMUTILS_H
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#define GL_TEMPLATE_GLMUTILS_H
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#include <glm/mat4x4.hpp>
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#include <glm/vec3.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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namespace glmutil {
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glm::mat4 rotation(float angle, glm::vec3 axis) {
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auto mat = glm::identity<glm::mat4>();
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return glm::rotate(mat, angle, axis);
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}
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glm::mat4 scale(glm::vec3 v) {
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auto mat = glm::identity<glm::mat4>();
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return glm::scale(mat, v);
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}
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glm::mat4 eulerAngles(glm::vec3 angles){
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auto mat = glm::identity<glm::mat4>();
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mat = glm::rotate(mat, angles.x, glm::vec3(1, 0, 0));
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mat = glm::rotate(mat, angles.y, glm::vec3(0, 1, 0));
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mat = glm::rotate(mat, angles.z, glm::vec3(0, 0, 1));
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return mat;
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}
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}
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#endif //GL_TEMPLATE_GLMUTILS_H
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@@ -1,13 +1,17 @@
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#version 440 core
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uniform mat4 pvm;
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layout(location=0) in vec3 vCol;
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layout(location=1) in vec2 vPos;
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smooth out vec3 color;
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layout(std140, binding=3) uniform Matrices {
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mat4 proj;
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mat4 view;
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mat4 model;
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};
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void main() {
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gl_Position = pvm * vec4(vPos, 0, 1);
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gl_Position = proj * view * model * vec4(vPos, 0, 1);
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color = vCol;
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}
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@@ -1,5 +1,6 @@
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#include <framework.h>
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#include <util.h>
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#include "glmutil.h"
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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@@ -18,14 +19,33 @@ struct Vertex {
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glm::vec3 col;
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};
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struct Matrices {
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glm::mat4 proj;
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glm::mat4 view;
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glm::mat4 model;
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};
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class GLApp : public App {
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private:
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std::vector<Vertex> vertices;
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GLuint vertex_array = 0;
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GLuint vertex_buffer = 0;
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Matrices mats{
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glm::identity<glm::mat4>(),
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glm::identity<glm::mat4>(),
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glm::identity<glm::mat4>(),
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};
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glm::vec2 mouse_root = glm::vec2(0);
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glm::vec2 angle_root = glm::vec2(0);
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glm::vec2 angles = glm::vec2(0);
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GLuint circle_vert_arr = 0;
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GLuint circle_vert_buf = 0, matrix_buffer = 0;
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GLuint vertex_shader = 0, fragment_shader = 0, program = 0;
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GLuint pvm_location = 0, vpos_location = 0, vcol_location = 0;
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GLuint vpos_location = 0, vcol_location = 0;
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GLuint matrices_index = 0;
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GLuint matrices_binding_point = 0;
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protected:
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void onKey(int key, int scan_code, int action, int mods) override {
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@@ -33,12 +53,32 @@ protected:
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close();
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}
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void onMouseButton(int button, int action, int mods) override {
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if (button == 0 && action == GLFW_PRESS) {
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double x, y;
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glfwGetCursorPos(getWindow(), &x, &y);
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mouse_root = glm::vec2(x, y);
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angle_root = angles;
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}
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}
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void onCursorPos(double x, double y)
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override {
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if (glfwGetMouseButton(getWindow(), 0)) {
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auto dx = (float) x - mouse_root.x;
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auto dy = (float) y - mouse_root.y;
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angles = angle_root + glm::vec2(dx, dy) / 100.f;
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}
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}
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void init() override {
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vertices.push_back({
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glm::vec2(0), glm::vec3(1)
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});
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const int N = 16;
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const int N = 60;
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const float TAU = 6.28318f;
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for (int i = 0; i <= N; ++i) {
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@@ -48,17 +88,18 @@ protected:
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auto c = glm::vec3(t) + glm::vec3(0, 1, 2) / 3.f;
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vertices.push_back({
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glm::cos(TAU * p), glm::cos(TAU * c)
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glm::cos(TAU * p),
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glm::cos(TAU * c)
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});
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}
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setTitle("Hello Square!");
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glGenVertexArrays(1, &vertex_array);
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glBindVertexArray(vertex_array);
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glGenVertexArrays(1, &circle_vert_arr);
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glBindVertexArray(circle_vert_arr);
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glGenBuffers(1, &circle_vert_buf);
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glBindBuffer(GL_ARRAY_BUFFER, circle_vert_buf);
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util::bufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
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program = util::buildProgram({
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@@ -66,11 +107,17 @@ protected:
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fragment_shader = util::buildShader("shaders/main.frag"),
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});
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pvm_location = (GLuint) glGetUniformLocation(program, "pvm");
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glGenBuffers(1, &matrix_buffer);
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vpos_location = (GLuint) glGetAttribLocation(program, "vPos");
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vcol_location = (GLuint) glGetAttribLocation(program, "vCol");
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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matrices_index = (GLuint) glGetUniformBlockIndex(program, "Matrices");
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glBindBufferBase(GL_UNIFORM_BUFFER, matrices_binding_point, matrix_buffer);
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glUniformBlockBinding(program, matrices_index, matrices_binding_point);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, circle_vert_buf);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void *) nullptr);
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glEnableVertexAttribArray(vcol_location);
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@@ -80,31 +127,41 @@ protected:
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void display() override {
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void display()
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override {
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int width, height;
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float ratio;
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glfwGetFramebufferSize(getWindow(), &width, &height);
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glfwGetFramebufferSize(getWindow(), &width, &height
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);
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ratio = (float) width / height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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auto pvm = glm::ortho(-ratio, ratio, -1.f, 1.f);
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pvm = glm::rotate(pvm, (float) glfwGetTime(), glm::vec3(0.f, 0.f, 1.f));
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pvm = glm::scale(pvm, glm::vec3(0.9f));
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mats.proj = glm::ortho(-ratio, ratio, -1.f, 1.f);
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mats.view = glmutil::scale(glm::vec3(0.9f)) * glmutil::eulerAngles(glm::vec3(angles.y, 0, angles.x));
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mats.model = glmutil::rotation((float) glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
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glBindVertexArray(vertex_array);
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glBindBuffer(GL_UNIFORM_BUFFER, matrix_buffer);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Matrices), &mats, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindVertexArray(circle_vert_arr);
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glUseProgram(program);
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glUniformMatrix4fv(pvm_location, 1, GL_FALSE, glm::value_ptr(pvm));
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glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) vertices.size());
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glBindVertexArray(0);
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swapBuffers();
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}
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void deinit() override {
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glDeleteBuffers(1, &vertex_buffer);
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void deinit()
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override {
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glDeleteBuffers(1, &circle_vert_buf);
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glDeleteVertexArrays(1, &circle_vert_arr);
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glDeleteProgram(program);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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@@ -116,6 +173,7 @@ public:
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int main() {
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GLApp app = GLApp();
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GLApp
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app = GLApp();
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app.launch();
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}
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