GameObjects
Began to add GameObjects, starting with the player.
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@@ -153,6 +153,43 @@ public:
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}
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}
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void render(glm::mat4 view, glm::mat4 projection, glm::vec3 lightPos, float deltaTime, int amountOfCubes)
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{
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shader.use();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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int i = 0;
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for (Cube& cube : cubes)
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{
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if (i >= amountOfCubes)
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{
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break;
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}
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//std::cout << "Cube position: (" << cube.getColor().x << "," << cube.getColor().y << "," << cube.getColor().z << ")" << std::endl;
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cube.setRotation(cube.getRotation() + (glm::vec3(5.0f, 10.0f, 20.0f)) * deltaTime);
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glm::mat4 model = cube.getModelMatrix();
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glm::vec3 color = cube.getColor();
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shader.setMat4("model", model);
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shader.setVec3("objectColor", color);
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shader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
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shader.setVec3("lightPos", lightPos);
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glBindVertexArray(VAO);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
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//shader.setVec3("objectColor", 0.0f, 0.0f, 0.0f);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//glDrawArrays(GL_TRIANGLES, 0, 36);
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//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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i++;
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}
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}
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std::list<Cube> getCubes()
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{
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return cubes;
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