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44
include/render/Renderer.h
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44
include/render/Renderer.h
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/*
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* Renderer.h
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*
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* Created on: 4 nov. 2020
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* Author: simon
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*/
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#ifndef RENDER_RENDERER_H_
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#define RENDER_RENDERER_H_
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#include <glm/glm.hpp>
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#include "loader/GLLoader.h"
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namespace td {
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namespace render{
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namespace Renderer{
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struct Model{
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GL::VAO* vao;
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glm::vec2 positon;
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};
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bool init();
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void destroy();
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void prepare();
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void resize(const int width, const int height);
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void renderVAO(const GL::VAO& vao);
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void renderModel(const Model& model);
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void setZoom(float zoom);
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void setCamMovement(const glm::vec2& mov);
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void setCamPos(const glm::vec2& newPos);
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void setIsometricView(bool isometric); // false = 2D true = Isometric
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}
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} // namespace render
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} // namespace td
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#endif /* RENDER_RENDERER_H_ */
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23
include/render/WorldRenderer.h
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23
include/render/WorldRenderer.h
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#pragma once
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#include "game/World.h"
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namespace td {
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namespace render {
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namespace WorldRenderer{
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void init(const game::World* world);
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void update();
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void render();
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void destroy();
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void moveCam(float relativeX, float relativeY, float aspectRatio);
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void changeZoom(float zoom);
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void click(int mouseX, int mouseY);
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} // namespace WorldRenderer
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} // namespace render
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} // namespace td
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23
include/render/gui/TowerGui.h
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23
include/render/gui/TowerGui.h
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/*
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* TowerGUI.h
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*
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* Created on: 5 nov. 2020
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* Author: simon
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*/
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#ifndef RENDER_GUI_TOWERGUI_H_
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#define RENDER_GUI_TOWERGUI_H_
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struct GLFWwindow;
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namespace TowerGui{
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void init(GLFWwindow* window);
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void render();
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void destroy();
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}
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#endif /* RENDER_GUI_TOWERGUI_H_ */
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67
include/render/loader/GLLoader.h
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67
include/render/loader/GLLoader.h
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/*
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* GLLoader.h
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*
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* Created on: 4 nov. 2020
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* Author: simon
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*/
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#pragma once
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#include <vector>
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#define REMOVE_COPY(className) \
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className(const className &) = delete;\
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className& operator=(const className &) = delete
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namespace GL{
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struct VertexAttribPointer{
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unsigned int m_Index, m_Size;
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int m_Offset;
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};
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class VBO{
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private:
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unsigned int m_ID, m_DataStride;
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std::vector<VertexAttribPointer> m_VertexAttribs;
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public:
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REMOVE_COPY(VBO);
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VBO(VBO&& other){
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m_VertexAttribs = std::move(other.m_VertexAttribs);
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m_ID = other.m_ID;
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m_DataStride = other.m_DataStride;
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other.m_ID = 0;
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other.m_DataStride = 0;
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}
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VBO(const std::vector<float>& data, unsigned int stride);
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~VBO();
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void bind() const;
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void unbind() const;
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void addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
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void bindVertexAttribs() const;
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};
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class VAO{
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private:
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unsigned int m_ID, m_VertexCount;
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std::vector<VBO> m_Vbos; //use to destroy vbos when become unused
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public:
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REMOVE_COPY(VAO);
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VAO(VAO&& other){
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m_ID = other.m_ID;
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m_VertexCount = other.m_VertexCount;
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m_Vbos = std::move(other.m_Vbos);
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other.m_VertexCount = 0;
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other.m_ID = 0;
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}
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VAO(unsigned int vertexCount);
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~VAO();
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unsigned int getVertexCount() const {return m_VertexCount;}
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void bindVBO(VBO& vbo);
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void bind() const;
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void unbind() const;
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};
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}
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16
include/render/loader/TextureLoader.h
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include/render/loader/TextureLoader.h
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/*
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* TextureLoader.h
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*
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* Created on: 15 nov. 2020
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* Author: simon
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*/
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#ifndef RENDER_LOADER_TEXTURELOADER_H_
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#define RENDER_LOADER_TEXTURELOADER_H_
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namespace TextureLoader{
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const unsigned int loadGLTexture(const char* fileName);
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}
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#endif /* RENDER_LOADER_TEXTURELOADER_H_ */
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18
include/render/loader/WorldLoader.h
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18
include/render/loader/WorldLoader.h
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#pragma once
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#include "game/World.h"
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#include "GLLoader.h"
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namespace td {
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namespace render {
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namespace WorldLoader {
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GL::VAO loadMobModel();
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GL::VAO loadWorldModel(const td::game::World* world);
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} // namespace WorldLoader
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} // namespace render
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} // namespace td
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7559
include/render/loader/stb_image.h
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7559
include/render/loader/stb_image.h
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File diff suppressed because it is too large
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18
include/render/shaders/EntityShader.h
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18
include/render/shaders/EntityShader.h
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#pragma once
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#include "ShaderProgram.h"
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class EntityShader : public ShaderProgram{
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private:
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unsigned int location_cam = 0, location_zoom = 0, location_aspect_ratio = 0, location_translation = 0, location_viewtype = 0;
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protected:
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void getAllUniformLocation();
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public:
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EntityShader();
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void loadShader();
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void setCamPos(const glm::vec2& camPos);
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void setZoom(float zoom);
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void setAspectRatio(float aspectRatio);
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void setModelPos(const glm::vec2& modelPos);
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void setIsometricView(float isometric);
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};
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47
include/render/shaders/ShaderProgram.h
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47
include/render/shaders/ShaderProgram.h
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/*
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* ShaderProgram.h
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*
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* Created on: 31 janv. 2020
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* Author: simon
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*/
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#ifndef RENDER_SHADERS_SHADERPROGRAM_H_
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#define RENDER_SHADERS_SHADERPROGRAM_H_
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#include <string>
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#include <glm/glm.hpp>
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namespace gl{
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enum class GLenum : unsigned int;
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}
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class ShaderProgram {
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public:
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ShaderProgram();
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virtual ~ShaderProgram();
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void start() const;
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void stop() const;
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void loadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
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void loadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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protected:
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virtual void getAllUniformLocation() = 0;
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int getUniformLocation(const std::string& uniformName)const;
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void loadFloat(const int location, const float value)const;
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void loadInt(const int& location, const int& value)const;
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void loadVector(const int& location, const glm::vec2& vector)const;
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void loadVector(const int& location, const glm::vec3& vector)const;
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void loadVector(const int& location, const glm::vec4& vector)const;
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void loadBoolean(const int& location, const bool& value)const;
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void loadMatrix(const int& location, const glm::mat4& matrix);
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void cleanUp() const;
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private:
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unsigned int programID;
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unsigned int vertexShaderID;
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unsigned int fragmentShaderID;
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int loadShaderFromFile(const std::string& file, gl::GLenum type);
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int loadShader(const std::string& source, gl::GLenum type);
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};
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#endif /* RENDER_SHADERS_SHADERPROGRAM_H_ */
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27
include/render/shaders/WorldShader.h
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27
include/render/shaders/WorldShader.h
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/*
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* GameShader.h
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*
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* Created on: 4 nov. 2020
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* Author: simon
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*/
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#ifndef RENDER_SHADERS_GAMESHADER_H_
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#define RENDER_SHADERS_GAMESHADER_H_
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#include "ShaderProgram.h"
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class WorldShader : public ShaderProgram{
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private:
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unsigned int location_cam = 0, location_zoom = 0, location_aspect_ratio = 0, location_viewtype = 0;
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protected:
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void getAllUniformLocation();
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public:
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WorldShader();
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void loadShader();
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void setCamPos(const glm::vec2& camPos);
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void setZoom(float zoom);
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void setAspectRatio(float aspectRatio);
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void setIsometricView(float isometric);
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};
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#endif /* RENDER_SHADERS_GAMESHADER_H_ */
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