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Anvil Engine
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#include "AnvilBSPFormat.h"#include <glad/glad.h>#include <glfw/glfw3.h>#include <glm/gtc/matrix_transform.hpp>#include <glm/gtc/type_ptr.hpp>#include <iostream>#include <fstream>Functions | |
| glm::vec3 | cPos (0, 10, 30) |
| glm::vec3 | cFront (0, 0, -1) |
| void | mouse_cb (GLFWwindow *w, double x, double y) |
| int | main () |
Variables | |
| float | yaw = -90.f |
| float | pitch = 0.f |
| float | dt = 0 |
| float | lastF = 0 |
| const char * | vS = "#version 440 core \nlayout(location=0) in vec3 p; layout(location=2) in vec3 n; out vec3 N; uniform mat4 pj,v; void main(){ N=n; gl_Position=pj*v*vec4(p,1.0); }" |
| const char * | fS = "#version 440 core\nin vec3 N; out vec4 C; void main(){ vec3 light = normalize(vec3(0.5, 1.0, 0.3)); float d = max(dot(normalize(N), light), 0.2); C=vec4(vec3(0.7, 0.65, 0.6) * d, 1.0); }" |
| glm::vec3 cFront | ( | 0 | , |
| 0 | , | ||
| - | 1 ) |
| glm::vec3 cPos | ( | 0 | , |
| 10 | , | ||
| 30 | ) |
| int main | ( | ) |
| void mouse_cb | ( | GLFWwindow * | w, |
| double | x, | ||
| double | y ) |
| float dt = 0 |
| const char* fS = "#version 440 core\nin vec3 N; out vec4 C; void main(){ vec3 light = normalize(vec3(0.5, 1.0, 0.3)); float d = max(dot(normalize(N), light), 0.2); C=vec4(vec3(0.7, 0.65, 0.6) * d, 1.0); }" |
| float lastF = 0 |
| float pitch = 0.f |
| const char* vS = "#version 440 core \nlayout(location=0) in vec3 p; layout(location=2) in vec3 n; out vec3 N; uniform mat4 pj,v; void main(){ N=n; gl_Position=pj*v*vec4(p,1.0); }" |
| float yaw = -90.f |