double-hit-balls/game/main_code.cpp

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#include "main_code.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "include/Engine.h"
#include "main_code.h"
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TMyApplication* Application;
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Matrix3f quatToMatrix(Vector4f q) {
Matrix3f result;
double sqw = q(3)*q(3);
double sqx = q(0)*q(0);
double sqy = q(1)*q(1);
double sqz = q(2)*q(2);
// invs (inverse square length) is only required if quaternion is not already normalised
double invs = 1 / (sqx + sqy + sqz + sqw);
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
double tmp1 = q(0)*q(1);
double tmp2 = q(2)*q(3);
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
tmp1 = q(0)*q(2);
tmp2 = q(1)*q(3);
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
tmp1 = q(1)*q(2);
tmp2 = q(0)*q(3);
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
return result;
}
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void TMyApplication::InnerInit()
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{
Application = this;
#ifdef TARGET_WIN32
#ifdef NDEBUG
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ST::PathToResources = "resources/";
//ST::PathToResources = "../../../assets/";
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#else
ST::PathToResources = "../../../assets/";
#endif
#endif
#ifdef TARGET_IOS
ST::PathToResources = "assets/";
#endif
if (Console != NULL)
{
*Console<<"APP INIT\n";
}
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srand (static_cast<size_t>(time(NULL)));
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("background.jpg");
ResourceManager->TexList.AddTexture("HeightMap.png");
ResourceManager->TexList.AddTexture("NormalMap.png");
ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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Vector2f const bottomLeft(-500, -500);
float const W = 1000;
float const H = 1000;
Vector2f const backgroundBottomLeft(-1000, -1000);
float const backgroundW = 2000;
float const backgroundH = 2000;
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{
//resolution of background image
float const imageW = 512;
float const imageH = 512;
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
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float const tw = backgroundW / imageW;
float const th = backgroundH / imageH;
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
}
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{
//resolution of linesAll.png
float const texW = 900;
float const texH = 900;
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float const step = 12;
float const thick = 10;
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float const R = 5;
float const r = 6;
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size_t const threadsCount = 5;
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size_t const verticesCount = 6;
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//float const angle = pi / 18;
float const angle = pi / 6;
size_t const iterationsCount = 20;
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auto g = [this, R, r, threadsCount, verticesCount, angle, iterationsCount, texW, texH, thick, H, W] (const Vector3f &start, const Vector3f &end) {
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Vector3f translate = (end - start) / iterationsCount;
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Vector3f e0 = Vector3f(1, 0, -translate.x() / translate.z()).normalized();
Vector3f e1 = Vector3f(0, 1, -translate.y() / translate.z());
e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
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std::vector<Vector3f> threadCenters;
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std::vector<std::vector<Vector4f>> threads;
for(auto i = 0; i < threadsCount; i++) {
std::vector<Vector4f> vertices;
Vector3f threadCenter = R * (e0 * cosf(i * 2 * pi / threadsCount) + e1 * sinf(i * 2 * pi / threadsCount));
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threadCenters.push_back(threadCenter);
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for(auto j = 0; j < verticesCount; j++) {
auto verticeCenter = threadCenter + r * (e0 * cosf(j * 2 * pi / verticesCount) + e1 * sinf(j * 2 * pi / verticesCount));
vertices.push_back(Vector4f(verticeCenter.x(), verticeCenter.y(), verticeCenter.z(), 1));
}
threads.push_back(vertices);
}
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auto transform = Translation3f(translate) * AngleAxis<float>(angle, translate.normalized());
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auto matrix = transform.matrix();
for(auto i = 0; i < iterationsCount; i++) {
std::vector<std::vector<Vector4f>> newThreads;
for(auto j = 0; j < threadsCount; j++) {
auto vertices = threads[j];
std::vector<Vector4f> newVertices;
for(auto k = 0; k < verticesCount; k++) {
newVertices.push_back(matrix * vertices[k]);
}
newThreads.push_back(newVertices);
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auto threadCenter_ = Vector4f(threadCenters[j].x(), threadCenters[j].y(), threadCenters[j].z(), 1);
auto threadCenter = threadCenter_.head(3);
auto newThreadCenter = (matrix * threadCenter_).head(3);
threadCenters[j] = newThreadCenter;
/*
Vector3f threadCenter;
Vector3f newThreadCenter;
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for(auto k = 0; k < verticesCount; k++) {
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threadCenter += vertices[k].head(3);
newThreadCenter += newVertices[k].head(3);
}
threadCenter = threadCenter / verticesCount;
newThreadCenter = newThreadCenter / verticesCount;
*/
for(auto k = 0; k < verticesCount; k++) {
auto vk = vertices[k].head(3);
auto vk1 = vertices[(k + 1) % verticesCount].head(3);
auto nvk = newVertices[k].head(3);
auto nvk1 = newVertices[(k + 1) % verticesCount].head(3);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
*Console << "k=" + boost::lexical_cast<std::string>(k) + "\n";
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*Console << "tc=" + boost::lexical_cast<std::string>(threadCenter(0))+ " " + boost::lexical_cast<std::string>(threadCenter(1)) + " " + boost::lexical_cast<std::string>(threadCenter(2)) +"\n";
*Console << "ntc="+ boost::lexical_cast<std::string>(newThreadCenter(0)) + " "+ boost::lexical_cast<std::string>(newThreadCenter(1))+ " " + boost::lexical_cast<std::string>(newThreadCenter(2))+"\n";
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk1 - newThreadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.2));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
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}
}
threads = newThreads;
}
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};
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Vector3f const stepDirection(18, 0, 0);
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Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
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Vector3f p2 = p1 - Vector3f(0, 0, W);
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while(p1[0] < bottomLeft[0] + W)
{
g(p1, p2);
p1 += stepDirection;
p2 += stepDirection;
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}
}
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background.first.ShaderName ="DefaultShader";
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fabricRender.first.ShaderName = "SimpleShading";
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/*
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
*/
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
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background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
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fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
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fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "clean-fabric-texture-4-780x585.jpg";
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fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
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background.second.RefreshBuffer();
fabricRender.second.RefreshBuffer();
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glEnable(GL_DEPTH_TEST);
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Inited = true;
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}
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void TMyApplication::InnerDeinit()
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{
Inited = false;
Loaded = false;
if (Console != NULL)
{
*Console<<"APP DEINIT\n";
}
}
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void TMyApplication::InnerOnTapDown(Vector2f p)
{
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}
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void TMyApplication::InnerOnTapUp(Vector2f p)
{
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}
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void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
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{
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}
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void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
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{
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phi += shift(1)*0.02f;
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if (phi < pi/12)
{
phi = pi / 12;
}
if (phi > pi / 2)
{
phi = pi / 2;
}
alpha -= shift(0)*0.02f;
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}
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void TMyApplication::OnFling(Vector2f v)
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{
}
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void TMyApplication::OnMouseWheel(short int delta)
{
distance += delta;
if (distance > 2500)
{
distance = 2500;
}
if (distance < 100)
{
distance = 100;
}
}
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void TMyApplication::InnerDraw()
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{
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Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
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Renderer->SetFullScreenViewport();
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Renderer->PushMatrix();
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Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
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Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
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Renderer->RotateMatrix(quat1);
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Renderer->RotateMatrix(quat2);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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CheckGlError("");
auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2);
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Vector3f lightPos = {0.f, 1.f, 1.f};
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Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
{
TRenderParamsSetter params(background.first);
RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
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RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
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Renderer->DrawTriangleList(background.second);
}
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//glEnable(GL_CULL_FACE);
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{
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TRenderParamsSetter params(fabricRender.first);
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RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
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Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
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Renderer->DrawTriangleList(fabricRender.second);
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}
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Renderer->PopMatrix();
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CheckGlError("");
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}
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void TMyApplication::InnerUpdate(size_t dt)
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{
}
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bool TMyApplication::IsLoaded()
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{
return Loaded;
}
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bool TMyApplication::IsInited()
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{
return Inited;
}