Moving resizing of loading screen to resize method.
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2962acfded
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@ -319,39 +319,6 @@ void Graphics::render(double time)
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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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loadingShader->use();
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loadingShader->use();
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loadingShader->setUniform("time", float(time));
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loadingShader->setUniform("time", float(time));
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float quadData[24];
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if (loadingScreenWidth/loadingScreenHeight < ((float)windowSize.x)/((float)windowSize.y)) {
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float quadTemp[24] ={
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 1.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 0.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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else {
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float quadTemp[24] = {
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f,
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1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 1.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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-1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 0.0f,
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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fullscreen_quad_ab_loading->setDataElements(6, quadData);
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fullscreen_quad_loading = SharedVertexArrayObject(new VertexArrayObject);
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fullscreen_quad_loading->attachAllAttributes(fullscreen_quad_ab_loading);
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fullscreen_quad_loading->render();
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fullscreen_quad_loading->render();
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}
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}
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else {
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else {
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@ -672,6 +639,41 @@ void Graphics::resize(glm::uvec2 windowSize) {
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flamePostShader->setUniform("windowSizeY", int(windowSize.y));
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flamePostShader->setUniform("windowSizeY", int(windowSize.y));
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bindTextureUnits();
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bindTextureUnits();
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}
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}
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else {
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float quadData[24];
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if (loadingScreenWidth/loadingScreenHeight < ((float)windowSize.x)/((float)windowSize.y)) {
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float quadTemp[24] ={
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 1.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 0.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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else {
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float quadTemp[24] = {
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f,
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1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 1.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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-1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 0.0f,
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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fullscreen_quad_ab_loading->setDataElements(6, quadData);
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fullscreen_quad_loading = SharedVertexArrayObject(new VertexArrayObject);
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fullscreen_quad_loading->attachAllAttributes(fullscreen_quad_ab_loading);
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}
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}
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}
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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