Added a update function to the level which rotates the bunny.
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f5a1864472
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@ -38,8 +38,11 @@ void deleteCustomResources()
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// we have memory management via reference counting, so nothing to do here
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// we have memory management via reference counting, so nothing to do here
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}
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}
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void draw( float runTime )
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void draw(float runTime)
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{
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{
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// update Level first TODO: move this with the rest of the stuff that doesn't belong here to main
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level.update(runTime);
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// clear the framebuffer:
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// clear the framebuffer:
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -13,7 +13,7 @@ void initCustomResources();
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void deleteCustomResources();
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void deleteCustomResources();
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// gets called ech frame, runTime is in seconds:
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// gets called ech frame, runTime is in seconds:
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void draw( float runTime );
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void draw(float runTime);
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// gets called at window resize:
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// gets called at window resize:
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void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
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void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
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5
level.cc
5
level.cc
@ -41,6 +41,11 @@ void Level::render() {
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this->terrain.render();
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this->terrain.render();
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}
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}
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void Level::update(float runTime) {
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// rotate bunny
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objects[0].setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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}
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glm::vec3 Level::getAmbientLight() {
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glm::vec3 Level::getAmbientLight() {
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return ambientLight;
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return ambientLight;
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}
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}
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1
level.hh
1
level.hh
@ -14,6 +14,7 @@ class Level {
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Level();
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Level();
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~Level();
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~Level();
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void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
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void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
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void update(float runTime);
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void render();
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void render();
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glm::vec3 getAmbientLight();
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glm::vec3 getAmbientLight();
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std::vector<Light> getLights();
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std::vector<Light> getLights();
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