moved Mat4 definition
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@@ -1,5 +1,7 @@
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#pragma once
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#include <cstdint>
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namespace td {
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template<typename T>
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@@ -95,4 +97,34 @@ using Vec4d = Vec4<double>;
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using Color = Vec3<unsigned char>;
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template<typename T>
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struct Mat4 {
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static const std::size_t MATRIX_SIZE = 4;
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T x0, x1, x2, x3;
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T y0, y1, y2, y3;
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T z0, z1, z2, z3;
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T w0, w1, w2, w3;
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T operator[] (std::size_t offset) const {
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return reinterpret_cast<const T*>(this)[offset];
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}
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T& operator[] (std::size_t offset) {
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return reinterpret_cast<T*>(this)[offset];
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}
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T at(std::size_t row, std::size_t column) const {
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return operator[](row * MATRIX_SIZE + column);
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}
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T& at(std::size_t row, std::size_t column) {
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return operator[](row * MATRIX_SIZE + column);
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}
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};
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typedef Mat4<float> Mat4f;
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typedef Mat4<int> Mat4i;
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typedef Mat4<double> Mat4d;
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} // namespace td
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@@ -55,36 +55,6 @@ T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
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// Matricies //
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//////////////////////////////////////////////////////////////////
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template<typename T>
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struct Mat4 {
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static const std::size_t MATRIX_SIZE = 4;
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T x0, x1, x2, x3;
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T y0, y1, y2, y3;
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T z0, z1, z2, z3;
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T w0, w1, w2, w3;
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T operator[] (std::size_t offset) const {
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return reinterpret_cast<const T*>(this)[offset];
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}
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T& operator[] (std::size_t offset) {
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return reinterpret_cast<T*>(this)[offset];
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}
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T at(std::size_t row, std::size_t column) const {
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return operator[](row * MATRIX_SIZE + column);
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}
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T& at(std::size_t row, std::size_t column) {
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return operator[](row * MATRIX_SIZE + column);
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}
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};
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typedef Mat4<float> Mat4f;
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typedef Mat4<int> Mat4i;
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typedef Mat4<double> Mat4d;
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template<typename T>
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Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
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return {
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@@ -19,8 +19,8 @@ public:
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void LoadShader();
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void SetColorEffect(const Vec3f& color);
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void SetProjectionMatrix(const maths::Mat4f& proj) const;
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void SetViewMatrix(const maths::Mat4f& view) const;
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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void SetModelPos(const Vec3f& pos) const;
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};
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@@ -3,7 +3,6 @@
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#include <string>
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#include "Defines.h"
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#include "render/GL.h"
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#include "misc/Maths.h"
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namespace td {
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namespace shader {
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@@ -28,7 +27,7 @@ protected:
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void LoadVector(unsigned int location, const Vec2f& vector) const;
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void LoadVector(unsigned int location, const Vec3f& vector) const;
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void LoadBoolean(unsigned int location, bool value) const;
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void LoadMat4(unsigned int location, const maths::Mat4f& mat) const;
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void LoadMat4(unsigned int location, const Mat4f& mat) const;
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void CleanUp() const;
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private:
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@@ -14,8 +14,8 @@ public:
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WorldShader();
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void LoadShader();
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void SetProjectionMatrix(const maths::Mat4f& proj) const;
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void SetViewMatrix(const maths::Mat4f& view) const;
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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};
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} // namespace shader
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