Anvil Engine
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Main.cpp File Reference
#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); }"

Function Documentation

◆ cFront()

glm::vec3 cFront ( 0 ,
0 ,
- 1 )

◆ cPos()

glm::vec3 cPos ( 0 ,
10 ,
30  )

◆ main()

int main ( )

◆ mouse_cb()

void mouse_cb ( GLFWwindow * w,
double x,
double y )

Variable Documentation

◆ dt

float dt = 0

◆ fS

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); }"

◆ lastF

float lastF = 0

◆ pitch

float pitch = 0.f

◆ vS

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); }"

◆ yaw

float yaw = -90.f