shaders to 3d
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@@ -23,11 +23,11 @@ Renderer::~Renderer() {
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}
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void Renderer::UpdateIsometricView() {
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float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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//float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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m_WorldShader->Start();
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m_WorldShader->SetIsometricView(isometricEased);
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//m_WorldShader->SetIsometricView(isometricEased);
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m_EntityShader->Start();
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m_EntityShader->SetIsometricView(isometricEased);
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//m_EntityShader->SetIsometricView(isometricEased);
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}
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void Renderer::InitShaders() {
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@@ -69,7 +69,7 @@ void Renderer::RenderVAO(const GL::VertexArray& vao) {
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void Renderer::RenderModel(const Model& model) {
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m_EntityShader->Start();
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m_EntityShader->SetModelPos(model.positon);
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//m_EntityShader->SetModelPos(model.positon);
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m_EntityShader->SetColorEffect(model.color);
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model.vao->Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
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@@ -100,17 +100,17 @@ void Renderer::Prepare() {
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void Renderer::Resize(int width, int height) {
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m_WorldShader->Start();
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m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
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//m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
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m_EntityShader->Start();
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m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
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//m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
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glViewport(0, 0, width, height);
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}
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void Renderer::SetZoom(float zoom) {
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m_WorldShader->Start();
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m_WorldShader->SetZoom(zoom);
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//m_WorldShader->SetZoom(zoom);
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m_EntityShader->Start();
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m_EntityShader->SetZoom(zoom);
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//m_EntityShader->SetZoom(zoom);
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}
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void Renderer::SetCamMovement(const Vec2f& mov) {
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@@ -122,9 +122,9 @@ void Renderer::SetCamMovement(const Vec2f& mov) {
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void Renderer::SetCamPos(const Vec2f& newPos) {
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m_CamPos = newPos;
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m_WorldShader->Start();
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m_WorldShader->SetCamPos(newPos);
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//m_WorldShader->SetCamPos(newPos);
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m_EntityShader->Start();
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m_EntityShader->SetCamPos(newPos);
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//m_EntityShader->SetCamPos(newPos);
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}
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void Renderer::SetIsometricView(bool isometric) {
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