add opengl
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@@ -19,12 +19,78 @@ namespace sandbox
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void render();
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};
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struct camera
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{
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// Начальное положение камеры
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mt::vec3 m_pos = mt::vec3{ 0.0f, 0.0f, 3.0f };
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mt::vec3 m_front = mt::vec3{ 0.0f, 0.0f, -1.0f };
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mt::vec3 m_up = mt::vec3{ 0.0f, 1.0f, 0.0f };
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float m_speed = 0.05f;
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glm::mat4 m_view, m_projection;
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void up() { m_pos += m_speed * m_front; }
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void down() { m_pos -= m_speed * m_front; }
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void left() { m_pos -= mt::normalize(mt::cross(m_front, m_up)) * m_speed; }
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void right() { m_pos += mt::normalize(mt::cross(m_front, m_up)) * m_speed; }
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template<typename T>
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void update(const T& obj)
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{
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m_view = glm::lookAt(m_pos, m_pos + m_front, m_up);
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m_projection = glm::perspective(glm::radians(45.0f),
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static_cast<float>(VE::application::get()->get_glfw()->width()) / VE::application::get()->get_glfw()->height(),
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0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(obj.get_id(), "view"), 1, GL_FALSE, mt::value_ptr(m_view));
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glUniformMatrix4fv(glGetUniformLocation(obj.get_id(), "projection"), 1, GL_FALSE, glm::value_ptr(m_projection));
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}
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// Управление камерой через мышь
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bool m_first = true;
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float m_yaw = -90.0f;
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float m_pitch = 0.0f;
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float m_last_x = 400, m_last_y = 300;
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void mouse_callback(double xpos, double ypos)
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{
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if (m_first)
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{
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m_last_x = xpos;
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m_last_y = ypos;
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m_first = false;
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}
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float x_offset = xpos - m_last_x;
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float y_offset = m_last_y - ypos;
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m_last_x = xpos;
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m_last_y = ypos;
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float sensitivity = 0.1f;
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x_offset *= sensitivity;
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y_offset *= sensitivity;
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m_yaw += x_offset;
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m_pitch += y_offset;
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if (m_pitch > 89.0f) m_pitch = 89.0f;
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if (m_pitch < -89.0f) m_pitch = -89.0f;
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mt::vec3 front;
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front.x = std::cos(mt::radians(m_yaw)) * std::cos(mt::radians(m_pitch));
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front.y = std::sin(mt::radians(m_pitch));
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front.z = std::sin(mt::radians(m_yaw)) * std::cos(mt::radians(m_pitch));
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m_front = mt::normalize(front);
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}
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};
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class opengl_panel : public VE::layer
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{
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VE_FN_OVERIDE();
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cube cb_1;
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cube cb_2;
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cube m_cb_1;
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cube m_cb_2;
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camera m_cam;
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};
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}
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