camera notify
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@@ -8,6 +8,7 @@ namespace render {
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void Camera::UpdatePerspective(float a_AspectRatio) {
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m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f);
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m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix);
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NotifyListeners(&ICameraListener::OnPerspectiveChange);
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}
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void Camera::SetCamPos(const Vec3f& a_NewPos) {
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@@ -20,6 +21,7 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
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m_CamPos = a_NewPos;
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m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 });
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m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know
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NotifyListeners(&ICameraListener::OnViewChange);
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}
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} // namespace render
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@@ -7,20 +7,28 @@
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namespace td {
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namespace render {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World){
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World)));
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a_Camera.BindListener(this);
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}
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WorldRenderer::~WorldRenderer() {}
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void WorldRenderer::Render() {
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m_Shader.Start();
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m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
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Renderer::Render(*m_WorldVao);
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ImGui::ShowDemoWindow();
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}
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void WorldRenderer::OnPerspectiveChange() {
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m_Shader.Start();
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m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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}
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void WorldRenderer::OnViewChange() {
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m_Shader.Start();
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m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
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}
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} // namespace render
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} // namespace td
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