Adapted level to new camera implementation.
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497a0b060c
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6
level.cc
6
level.cc
@ -13,7 +13,7 @@ Level::~Level() {
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void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// currently hard coded should later read this stuff out of a file
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cameraPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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this->camera = Camera(glm::vec3(0.0f, 0.0f, 0.0f), 1.0f);
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// load the geometry of the stanford bunny and build a VAO:
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Model model = Model("Bunny.obj", 0.25f);
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// load a texture:
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@ -54,8 +54,8 @@ std::vector<Light> Level::getLights() {
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return lights;
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}
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glm::vec3 Level::getCameraPosition() {
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return cameraPosition;
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Camera Level::getCamera() {
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return camera;
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}
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Object* Level::getCameraCenter() {
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5
level.hh
5
level.hh
@ -7,6 +7,7 @@
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#include "entity.hh"
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#include "terrain.hh"
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#include "material.hh"
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#include "camera.hh"
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class Level {
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public:
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@ -18,15 +19,15 @@ class Level {
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void render();
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glm::vec3 getAmbientLight();
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std::vector<Light> getLights();
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glm::vec3 getCameraPosition();
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Object* getCameraCenter();
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Camera getCamera();
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private:
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std::string filePath;
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std::vector<Object> objects;
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std::vector<Light> lights;
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glm::vec3 ambientLight;
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Object* cameraCenter;
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glm::vec3 cameraPosition;
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Camera camera;
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Terrain terrain;
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};
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