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# Engine — gebruikshandleiding
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Deze handleiding legt uit hoe de engine in elkaar zit, hoe je hem gebruikt,
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hoe je eigen elementen (objecten die getekend/geüpdatet worden) toevoegt,
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en hoe je input afhandelt. De engine bestaat uit vier onderdelen:
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| Klasse | Bestand | Verantwoordelijkheid |
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|----------------|-----------------------------------|----------------------------------------------------------|
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| `Engine` | `include/Engine.hpp` / `src/Engine.cpp` | Venster, GL-context, main loop, ruwe input → Camera |
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| `Camera` | `include/Camera.hpp` / `src/Camera.cpp` | Arcball-camera (orbit/pan/zoom, cinematisch smoothed) |
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| `Shader` | `include/Shader.hpp` / `src/Shader.cpp` | RAII-wrapper om een gelinkt GLSL-programma |
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| `Mesh` | `include/Mesh.hpp` / `src/Mesh.cpp` | VAO/VBO/EBO-wrapper + procedurele geometrie (sphere/ring/circle) |
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Alle vier zitten in de `engine` namespace, zodat er geen naamsbotsingen
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ontstaan met GLFW/OpenGL-symbolen of andere libraries. Voeg je eigen
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elementen (zie sectie 3) toe aan diezelfde namespace.
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---
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## 1. Basisgebruik
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```cpp
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#include "Engine.hpp"
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int main() {
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engine::Engine engine;
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if (!engine.initialize(1280, 720, "Mijn App")) {
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return 1;
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}
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engine.setUpdateCallback([](float deltaTime) {
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// hier zit jouw simulatie/game-state update, één keer per frame
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});
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engine.setRenderCallback([](int framebufferWidth, int framebufferHeight) {
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// hier zit jouw OpenGL-tekenwerk, één keer per frame
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});
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engine.run();
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return 0;
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}
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```
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`initialize()` doet alles wat met GLFW/OpenGL-opstart te maken heeft:
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venster aanmaken, context activeren, de OpenGL 3.3-functiepointers laden
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(`gl::loadGLFunctions()`), en de GLFW-callbacks aan de instantie koppelen.
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`run()` is de main loop: pollen van events, delta-time berekenen, `update()`
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en `render()` aanroepen, buffers swappen. Dat blijft zo doorlopen tot het
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venster gesloten wordt (kruisje, of Escape — zie hieronder).
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Je hoeft `Engine.hpp` niet aan te passen om iets te laten gebeuren: alles
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gaat via de twee callbacks. Dat houdt de engine zelf generiek en jouw
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project-specifieke code gescheiden.
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---
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## 2. De Camera gebruiken
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`Engine` bezit al een `Camera` en stuurt muisinput er automatisch naartoe:
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- **linker muisknop + slepen** → oriënteren (yaw/pitch)
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- **middelste muisknop + slepen** → pannen
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- **scrollwiel** → in-/uitzoomen
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- **R** → camera terugzetten naar standaardstand
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- **Escape** → venster sluiten
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Je haalt de camera op met `engine.camera()` en gebruikt hem in je
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render-callback:
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```cpp
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glm::mat4 view = engine.camera().viewMatrix();
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glm::vec3 eye = engine.camera().position();
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```
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Wil je de camera ergens naartoe laten bewegen (bijv. "focus op dit object"),
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gebruik dan `focusOn(worldPoint, suggestedDistance)` — dat zet alleen het
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*doel* van de smoothing, `update()` (elke frame al door `Engine` aangeroepen)
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beweegt er geleidelijk naartoe.
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```cpp
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engine.camera().focusOn(objectPosition, 8.0f);
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```
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---
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## 3. Een eigen element maken
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Met "element" bedoelen we een zelfstandig object dat iets voorstelt in je
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scene: een blokje, personage, deeltjeseffect, wat dan ook. Het patroon dat
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deze engine gebruikt (en dat je zelf ook aanhoudt) is steeds: **data +
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gedrag in een klasse, header in `include/`, implementatie in `src/`,
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buiten de klasse gebeurt niets rechtstreeks met OpenGL.**
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### 3.1 Bestandsstructuur
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Voor een nieuw element `Cube` maak je:
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```
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include/Cube.hpp
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src/Cube.cpp
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```
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`Cube.hpp`:
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```cpp
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#pragma once
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#include "Mesh.hpp"
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#include "Shader.hpp"
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#include <glm/glm.hpp>
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namespace engine {
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// -----------------------------------------------------------------------
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// Cube
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//
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// Eén gekleurd blokje: eigen transform + eigen shader-uniforms, tekent
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// zichzelf met de gedeelde Mesh-geometrie.
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// -----------------------------------------------------------------------
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class Cube {
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public:
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bool initialize(); // compileert shader, bouwt mesh — kan mislukken
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void update(float deltaTime);
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void draw(const glm::mat4& view, const glm::mat4& projection,
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const glm::vec3& viewPos) const;
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glm::vec3 position{0.0f};
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glm::vec3 baseColor{0.8f, 0.3f, 0.2f};
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private:
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Mesh mesh_;
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Shader shader_;
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float spinDeg_ = 0.0f;
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};
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} // namespace engine
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```
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`Cube.cpp`:
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```cpp
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#include "Cube.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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namespace engine {
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bool Cube::initialize() {
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// Mesh::createUVSphere/createRing/createOrbitCircle bestaan al; voor een
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// echte kubus zou je een Mesh::createBox() toevoegen aan Mesh (zie
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// sectie 4). Voor dit voorbeeld hergebruiken we de bol als placeholder.
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mesh_ = Mesh::createUVSphere(16, 16);
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return shader_.loadFromFiles("assets/shaders/basic.vert", "assets/shaders/basic.frag");
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}
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void Cube::update(float deltaTime) {
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spinDeg_ += deltaTime * 45.0f;
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}
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void Cube::draw(const glm::mat4& view, const glm::mat4& projection,
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const glm::vec3& viewPos) const {
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glm::mat4 model = glm::translate(glm::mat4(1.0f), position);
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model = glm::rotate(model, glm::radians(spinDeg_), glm::vec3(0.0f, 1.0f, 0.0f));
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shader_.use();
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shader_.setMat4("uModel", model);
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shader_.setMat4("uView", view);
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shader_.setMat4("uProjection", projection);
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shader_.setVec3("uBaseColor", baseColor);
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shader_.setVec3("uLightDir", glm::vec3(-0.4f, -1.0f, -0.3f));
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shader_.setVec3("uViewPos", viewPos);
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mesh_.draw();
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}
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} // namespace engine
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```
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### 3.2 Aanhaken in main.cpp
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```cpp
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#include "Cube.hpp"
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#include "Engine.hpp"
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engine::Cube cube;
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int main() {
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engine::Engine engine;
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engine.initialize(1280, 720, "Mijn App");
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cube.initialize();
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cube.position = glm::vec3(0.0f, 0.0f, 0.0f);
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engine.setUpdateCallback([&](float dt) {
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cube.update(dt);
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});
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engine.setRenderCallback([&](int w, int h) {
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glViewport(0, 0, w, h);
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glClearColor(0.05f, 0.06f, 0.09f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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float aspect = static_cast<float>(w) / static_cast<float>(h);
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glm::mat4 proj = glm::perspective(glm::radians(50.0f), aspect, 0.05f, 200.0f);
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cube.draw(engine.camera().viewMatrix(), proj, engine.camera().position());
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});
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engine.run();
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return 0;
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}
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```
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Zodra je meerdere elementen hebt, wordt dit al snel een simpele lijst:
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```cpp
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std::vector<std::unique_ptr<Cube>> cubes;
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// update: for (auto& c : cubes) c->update(dt);
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// render: for (auto& c : cubes) c->draw(view, proj, eye);
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```
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Er zit geen "Scene"- of "Entity"-systeem in deze engine — dat is bewust
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weggelaten, zodat je zelf kiest hoe zwaar je dat wilt maken (een simpele
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`std::vector`, of iets uitgebreiders als je project groeit).
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---
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## 4. Nieuwe geometrie toevoegen aan `Mesh`
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`Mesh` heeft nu `createUVSphere`, `createRing` en `createOrbitCircle` als
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static factory-methodes. Een nieuwe vorm (bijv. een kubus) voeg je op
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dezelfde manier toe:
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**In `include/Mesh.hpp`**, bij de andere static methodes:
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```cpp
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static Mesh createBox(float halfExtent);
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```
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**In `src/Mesh.cpp`**, een nieuwe functie die `Vertex`-en `unsigned int`-arrays
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vult en via `upload()` naar de GPU stuurt (zoals `createUVSphere` doet):
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```cpp
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Mesh Mesh::createBox(float halfExtent) {
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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// ... vul vertices/indices met de 8 hoekpunten + 12 driehoeken ...
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Mesh mesh;
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mesh.upload(vertices, indices);
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return mesh;
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}
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```
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Het patroon is steeds: bouw CPU-side arrays van `Vertex{position, normal, uv}`
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en `unsigned int`-indices, en geef die aan `upload()`. Voor een lijnvorm
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(zoals een orbit-pad) gebruik je `uploadLineStrip()` in plaats daarvan.
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---
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## 5. Eigen shaders toevoegen
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Shaders zijn losse `.vert`/`.frag`-bestanden in `assets/shaders/`. Om een
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nieuwe te gebruiken:
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1. Zet `mijnshader.vert` en `mijnshader.frag` in `assets/shaders/`.
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2. `Shader shader; shader.loadFromFiles("assets/shaders/mijnshader.vert", "assets/shaders/mijnshader.frag");`
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3. Uniforms zet je via `setMat4`/`setVec3`/`setVec4`/`setFloat`/`setInt` — de
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namen moeten exact overeenkomen met de `uniform`-declaraties in de shader.
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Er is geen build-stap nodig voor nieuwe shaders: `CMakeLists.txt` kopieert
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gewoon de hele `assets/`-map naast de executable na elke build
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(`add_custom_command(TARGET ... POST_BUILD ...)`), dus een nieuw bestand
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daarin verschijnt vanzelf mee.
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---
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## 6. Input afhandelen
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### 6.1 Wat de Engine al doet
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`Engine` routeert standaard alleen muis (orbit/pan/zoom) naar de `Camera`,
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plus **R** (camera reset) en **Escape** (venster sluiten) als toetsen. Dat
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zit in de private GLFW-callbacks in `Engine.cpp`
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(`cursorPosCallback`, `mouseButtonCallback`, `scrollCallback`, `keyCallback`).
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### 6.2 Eigen input toevoegen zonder Engine aan te passen
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Voor input die niet met de camera te maken heeft (bijv. spatie om te pauzeren,
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een klik om iets te selecteren) poll je zelf, direct in je update-callback,
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via `engine.window()`:
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```cpp
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engine.setUpdateCallback([&](float dt) {
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if (glfwGetKey(engine.window(), GLFW_KEY_SPACE) == GLFW_PRESS) {
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paused = !paused;
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}
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});
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```
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Let op: dit is *polling* (elke frame checken of een toets nu ingedrukt is),
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wat prima werkt voor "hou ingedrukt"-gedrag maar bij "één druk = één actie"
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kan dubbel triggeren zolang de toets ingedrukt blijft. Hou daarvoor zelf een
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"was dit al ingedrukt vorige frame"-vlag bij, of ga naar optie 6.3.
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### 6.3 Eigen input toevoegen mét een discrete "press"-callback
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Wil je events (niet polling) zoals de originele game had
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(`keyCallback` die éénmalig reageert op `GLFW_PRESS`), dan breid je `Engine`
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zelf uit met een extra callback-slot, op dezelfde manier als
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`updateCallback_`/`renderCallback_`:
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**In `include/Engine.hpp`:**
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```cpp
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using KeyCallback = std::function<void(int key, int action)>;
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void setKeyCallback(KeyCallback cb) { keyCallback_ = std::move(cb); }
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// ...
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KeyCallback keyCallback_;
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```
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**In `src/Engine.cpp`**, in de bestaande static `Engine::keyCallback`
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(de GLFW-trampoline), roep je hem aan:
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```cpp
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void Engine::keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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auto* engine = static_cast<Engine*>(glfwGetWindowUserPointer(window));
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if (!engine) return;
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if (action == GLFW_PRESS) {
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switch (key) {
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case GLFW_KEY_R: engine->camera_.reset(); break;
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case GLFW_KEY_ESCAPE: glfwSetWindowShouldClose(window, GLFW_TRUE); break;
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default: break;
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}
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}
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if (engine->keyCallback_) engine->keyCallback_(key, action);
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}
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```
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Dan in je eigen `main.cpp`:
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```cpp
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engine.setKeyCallback([&](int key, int action) {
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if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) {
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paused = !paused;
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}
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});
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```
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Dit is exact het patroon dat de engine al gebruikt voor `update`/`render` —
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een `std::function`-lid + een setter + een aanroep op de juiste plek in de
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bestaande GLFW-trampoline. Muisklikken (bijv. voor object-picking) volgen
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dezelfde aanpak via `mouseButtonCallback`.
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---
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## 7. Hoe je `.hpp`/`.cpp`-bestanden zo opzet dat ze echt bij de engine horen
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Drie regels houden nieuwe code consistent met wat er al staat:
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||||||
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1. **Eén klasse per bestandspaar**, header in `include/`, implementatie in
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`src/`, zelfde bestandsnaam als de klasse (`Cube.hpp` ↔ `Cube.cpp`).
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`#include "Cube.hpp"` bovenaan `Cube.cpp` als eerste include.
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||||||
|
2. **Alles in de `engine`-namespace** (of je eigen naam, zie hieronder), zodat
|
||||||
|
er geen naamsbotsingen ontstaan met GLFW/OpenGL-symbolen of andere
|
||||||
|
libraries.
|
||||||
|
3. **RAII voor GPU-resources.** Kijk naar `Mesh` en `Shader`: een destructor
|
||||||
|
die opruimt, `= delete` op de copy-constructor/-assignment (GPU-handles
|
||||||
|
mogen niet per ongeluk gekopieerd worden), en een move-constructor/
|
||||||
|
-assignment die de handle overneemt en de bron op `0`/leeg zet. Elk
|
||||||
|
nieuw element dat zelf een VAO/VBO/shader-programma bezit volgt hetzelfde
|
||||||
|
patroon.
|
||||||
|
|
||||||
|
Je hoeft `CMakeLists.txt` niet aan te passen voor nieuwe `.cpp`-bestanden:
|
||||||
|
`file(GLOB ENGINE_SOURCES ${CMAKE_SOURCE_DIR}/src/*.cpp)` pakt alles in
|
||||||
|
`src/` automatisch mee bij de volgende keer dat je `cmake ..` opnieuw
|
||||||
|
draait (nodig omdat GLOB niet automatisch herconfigureert bij een build —
|
||||||
|
dus na een nieuw bestand: eenmalig opnieuw `cmake ..` in je build-map).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Namespace hernoemen
|
||||||
|
|
||||||
|
Alles zit in de generieke `engine`-namespace, zonder verwijzingen naar het
|
||||||
|
project waar deze code oorspronkelijk uit kwam. Wil je toch een andere naam
|
||||||
|
(bijv. de naam van je eigen project), dan is dat een kwestie van een
|
||||||
|
projectbrede find-and-replace van `engine` naar jouw naam in alle
|
||||||
|
`.hpp`/`.cpp`-bestanden — er zit verder geen afhankelijkheid aan die
|
||||||
|
specifieke naam. Let op: de klasse heet ook `Engine` (met hoofdletter) —
|
||||||
|
die hoef je niet mee te hernoemen, `jouwnaam::Engine` blijft prima werken.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Bouwen
|
||||||
|
|
||||||
|
```bash
|
||||||
|
sudo apt install cmake libglfw3-dev libglm-dev libgl1-mesa-dev libglu1-mesa-dev xorg-dev
|
||||||
|
cd engine && mkdir build && cd build
|
||||||
|
cmake .. && make -j$(nproc)
|
||||||
|
./engine_demo
|
||||||
|
```
|
||||||
|
|
||||||
|
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ignore line: [/usr/bin/ld -plugin /usr/libexec/gcc/x86_64-linux-gnu/14/liblto_plugin.so -plugin-opt=/usr/libexec/gcc/x86_64-linux-gnu/14/lto-wrapper -plugin-opt=-fresolution=/tmp/ccWKqsp9.res -plugin-opt=-pass-through=-lgcc_s -plugin-opt=-pass-through=-lgcc -plugin-opt=-pass-through=-lc -plugin-opt=-pass-through=-lgcc_s -plugin-opt=-pass-through=-lgcc --build-id --eh-frame-hdr -m elf_x86_64 --hash-style=gnu --as-needed -dynamic-linker /lib64/ld-linux-x86-64.so.2 -pie -o cmTC_87765 /usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu/Scrt1.o /usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu/crti.o /usr/lib/gcc/x86_64-linux-gnu/14/crtbeginS.o -L/usr/lib/gcc/x86_64-linux-gnu/14 -L/usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu -L/usr/lib/gcc/x86_64-linux-gnu/14/../../../../lib -L/lib/x86_64-linux-gnu -L/lib/../lib -L/usr/lib/x86_64-linux-gnu -L/usr/lib/../lib -L/usr/lib/gcc/x86_64-linux-gnu/14/../../.. -v CMakeFiles/cmTC_87765.dir/CMakeCXXCompilerABI.cpp.o -lstdc++ -lm -lgcc_s -lgcc -lc -lgcc_s -lgcc /usr/lib/gcc/x86_64-linux-gnu/14/crtendS.o /usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu/crtn.o]
|
||||||
linker tool for 'CXX': /usr/bin/ld
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linker tool for 'CXX': /usr/bin/ld
|
||||||
collapse obj [/usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu/Scrt1.o] ==> [/usr/lib/x86_64-linux-gnu/Scrt1.o]
|
collapse obj [/usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu/Scrt1.o] ==> [/usr/lib/x86_64-linux-gnu/Scrt1.o]
|
||||||
collapse obj [/usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu/crti.o] ==> [/usr/lib/x86_64-linux-gnu/crti.o]
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collapse obj [/usr/lib/gcc/x86_64-linux-gnu/14/../../../x86_64-linux-gnu/crti.o] ==> [/usr/lib/x86_64-linux-gnu/crti.o]
|
||||||
@@ -304,8 +304,8 @@ events:
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|||||||
checks:
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checks:
|
||||||
- "Performing Test CMAKE_HAVE_LIBC_PTHREAD"
|
- "Performing Test CMAKE_HAVE_LIBC_PTHREAD"
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||||||
directories:
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directories:
|
||||||
source: "/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-cTQD8l"
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source: "/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-qBgyEa"
|
||||||
binary: "/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-cTQD8l"
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binary: "/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-qBgyEa"
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||||||
cmakeVariables:
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cmakeVariables:
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||||||
CMAKE_CXX_FLAGS: ""
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CMAKE_CXX_FLAGS: ""
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||||||
CMAKE_CXX_FLAGS_DEBUG: "-g"
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CMAKE_CXX_FLAGS_DEBUG: "-g"
|
||||||
@@ -314,17 +314,17 @@ events:
|
|||||||
variable: "CMAKE_HAVE_LIBC_PTHREAD"
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variable: "CMAKE_HAVE_LIBC_PTHREAD"
|
||||||
cached: true
|
cached: true
|
||||||
stdout: |
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stdout: |
|
||||||
Change Dir: '/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-cTQD8l'
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Change Dir: '/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-qBgyEa'
|
||||||
|
|
||||||
Run Build Command(s): /usr/bin/cmake -E env VERBOSE=1 /usr/bin/gmake -f Makefile cmTC_9e2ab/fast
|
Run Build Command(s): /usr/bin/cmake -E env VERBOSE=1 /usr/bin/gmake -f Makefile cmTC_6041b/fast
|
||||||
/usr/bin/gmake -f CMakeFiles/cmTC_9e2ab.dir/build.make CMakeFiles/cmTC_9e2ab.dir/build
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/usr/bin/gmake -f CMakeFiles/cmTC_6041b.dir/build.make CMakeFiles/cmTC_6041b.dir/build
|
||||||
gmake[1]: Entering directory '/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-cTQD8l'
|
gmake[1]: Entering directory '/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-qBgyEa'
|
||||||
Building CXX object CMakeFiles/cmTC_9e2ab.dir/src.cxx.o
|
Building CXX object CMakeFiles/cmTC_6041b.dir/src.cxx.o
|
||||||
/usr/bin/c++ -DCMAKE_HAVE_LIBC_PTHREAD -std=gnu++17 -o CMakeFiles/cmTC_9e2ab.dir/src.cxx.o -c /home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-cTQD8l/src.cxx
|
/usr/bin/c++ -DCMAKE_HAVE_LIBC_PTHREAD -std=gnu++17 -o CMakeFiles/cmTC_6041b.dir/src.cxx.o -c /home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-qBgyEa/src.cxx
|
||||||
Linking CXX executable cmTC_9e2ab
|
Linking CXX executable cmTC_6041b
|
||||||
/usr/bin/cmake -E cmake_link_script CMakeFiles/cmTC_9e2ab.dir/link.txt --verbose=1
|
/usr/bin/cmake -E cmake_link_script CMakeFiles/cmTC_6041b.dir/link.txt --verbose=1
|
||||||
/usr/bin/c++ CMakeFiles/cmTC_9e2ab.dir/src.cxx.o -o cmTC_9e2ab
|
/usr/bin/c++ CMakeFiles/cmTC_6041b.dir/src.cxx.o -o cmTC_6041b
|
||||||
gmake[1]: Leaving directory '/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-cTQD8l'
|
gmake[1]: Leaving directory '/home/ben/Desktop/engine/build/CMakeFiles/CMakeScratch/TryCompile-qBgyEa'
|
||||||
|
|
||||||
exitCode: 0
|
exitCode: 0
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||||||
...
|
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|
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|
|||||||
Binary file not shown.
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+2
-2
@@ -2,7 +2,7 @@
|
|||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
|
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
// Camera
|
// Camera
|
||||||
@@ -59,4 +59,4 @@ private:
|
|||||||
static constexpr float kSmoothingSpeed = 6.0f;
|
static constexpr float kSmoothingSpeed = 6.0f;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
+5
-5
@@ -6,7 +6,7 @@
|
|||||||
|
|
||||||
struct GLFWwindow;
|
struct GLFWwindow;
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
|
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
// Engine
|
// Engine
|
||||||
@@ -15,9 +15,9 @@ namespace planetarium {
|
|||||||
// routing between raw GLFW callbacks and the Camera. This is the only
|
// routing between raw GLFW callbacks and the Camera. This is the only
|
||||||
// class that knows about GLFW directly.
|
// class that knows about GLFW directly.
|
||||||
//
|
//
|
||||||
// This is the reusable "engine" half of the original Planetarium project
|
// A generic reusable "engine" shell: window/context setup, the main loop,
|
||||||
// with every game-specific piece (SolarSystem, Planet, UI, picking)
|
// and camera input routing, with no game-specific logic baked in. Hook
|
||||||
// removed. Hook your own logic in via setUpdateCallback/setRenderCallback:
|
// your own logic in via setUpdateCallback/setRenderCallback:
|
||||||
//
|
//
|
||||||
// Engine engine;
|
// Engine engine;
|
||||||
// engine.initialize(1600, 900, "My App");
|
// engine.initialize(1600, 900, "My App");
|
||||||
@@ -74,4 +74,4 @@ private:
|
|||||||
double lastFrameTime_ = 0.0;
|
double lastFrameTime_ = 0.0;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
@@ -13,7 +13,7 @@
|
|||||||
// loaders are mixed in the same program - see the comment at the top of
|
// loaders are mixed in the same program - see the comment at the top of
|
||||||
// that file for details.
|
// that file for details.
|
||||||
//
|
//
|
||||||
// Usage: call planetarium::gl::loadGLFunctions() exactly once, right
|
// Usage: call engine::gl::loadGLFunctions() exactly once, right
|
||||||
// after the GLFW OpenGL context has been made current and before any
|
// after the GLFW OpenGL context has been made current and before any
|
||||||
// other GL call in the project's own rendering code.
|
// other GL call in the project's own rendering code.
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
@@ -68,7 +68,7 @@ typedef char GLchar;
|
|||||||
typedef ptrdiff_t GLsizeiptr;
|
typedef ptrdiff_t GLsizeiptr;
|
||||||
typedef ptrdiff_t GLintptr;
|
typedef ptrdiff_t GLintptr;
|
||||||
|
|
||||||
namespace planetarium::gl {
|
namespace engine::gl {
|
||||||
|
|
||||||
using PFNGLGENVERTEXARRAYS = void (*)(GLsizei, GLuint*);
|
using PFNGLGENVERTEXARRAYS = void (*)(GLsizei, GLuint*);
|
||||||
using PFNGLBINDVERTEXARRAY = void (*)(GLuint);
|
using PFNGLBINDVERTEXARRAY = void (*)(GLuint);
|
||||||
@@ -143,4 +143,4 @@ extern PFNGLGENERATEMIPMAP glGenerateMipmap;
|
|||||||
// required entry point could not be resolved.
|
// required entry point could not be resolved.
|
||||||
bool loadGLFunctions();
|
bool loadGLFunctions();
|
||||||
|
|
||||||
} // namespace planetarium::gl
|
} // namespace engine::gl
|
||||||
|
|||||||
+2
-2
@@ -5,7 +5,7 @@
|
|||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
|
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
// Mesh
|
// Mesh
|
||||||
@@ -51,4 +51,4 @@ private:
|
|||||||
bool isLineStrip_ = false;
|
bool isLineStrip_ = false;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
+2
-2
@@ -5,7 +5,7 @@
|
|||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
|
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
// Shader
|
// Shader
|
||||||
@@ -42,4 +42,4 @@ private:
|
|||||||
GLint locationOf(const std::string& name) const;
|
GLint locationOf(const std::string& name) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
+2
-2
@@ -5,7 +5,7 @@
|
|||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
|
|
||||||
Camera::Camera() { reset(); }
|
Camera::Camera() { reset(); }
|
||||||
|
|
||||||
@@ -68,4 +68,4 @@ glm::mat4 Camera::viewMatrix() const {
|
|||||||
return glm::lookAt(currentPosition_, currentFocus_, glm::vec3(0.0f, 1.0f, 0.0f));
|
return glm::lookAt(currentPosition_, currentFocus_, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
+2
-2
@@ -7,7 +7,7 @@
|
|||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <cstdio>
|
#include <cstdio>
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
|
|
||||||
Engine::~Engine() {
|
Engine::~Engine() {
|
||||||
if (window_) {
|
if (window_) {
|
||||||
@@ -145,4 +145,4 @@ void Engine::framebufferSizeCallback(GLFWwindow* window, int width, int height)
|
|||||||
engine->framebufferHeight_ = height;
|
engine->framebufferHeight_ = height;
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
+2
-2
@@ -3,7 +3,7 @@
|
|||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <cstdio>
|
#include <cstdio>
|
||||||
|
|
||||||
namespace planetarium::gl {
|
namespace engine::gl {
|
||||||
|
|
||||||
PFNGLGENVERTEXARRAYS glGenVertexArrays = nullptr;
|
PFNGLGENVERTEXARRAYS glGenVertexArrays = nullptr;
|
||||||
PFNGLBINDVERTEXARRAY glBindVertexArray = nullptr;
|
PFNGLBINDVERTEXARRAY glBindVertexArray = nullptr;
|
||||||
@@ -89,4 +89,4 @@ bool loadGLFunctions() {
|
|||||||
return ok;
|
return ok;
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace planetarium::gl
|
} // namespace engine::gl
|
||||||
|
|||||||
+2
-2
@@ -3,7 +3,7 @@
|
|||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <cstddef>
|
#include <cstddef>
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
using namespace gl;
|
using namespace gl;
|
||||||
|
|
||||||
Mesh::~Mesh() { release(); }
|
Mesh::~Mesh() { release(); }
|
||||||
@@ -213,4 +213,4 @@ Mesh Mesh::createOrbitCircle(int segments) {
|
|||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
+2
-2
@@ -6,7 +6,7 @@
|
|||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
|
|
||||||
namespace planetarium {
|
namespace engine {
|
||||||
using namespace gl;
|
using namespace gl;
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
@@ -118,4 +118,4 @@ void Shader::setInt(const std::string& name, int i) const {
|
|||||||
glUniform1i(locationOf(name), i);
|
glUniform1i(locationOf(name), i);
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace planetarium
|
} // namespace engine
|
||||||
|
|||||||
+2
-2
@@ -8,8 +8,8 @@
|
|||||||
#include <cstdio>
|
#include <cstdio>
|
||||||
#include <sys/stat.h>
|
#include <sys/stat.h>
|
||||||
|
|
||||||
using namespace planetarium;
|
using namespace engine;
|
||||||
using namespace planetarium::gl;
|
using namespace engine::gl;
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
bool directoryExists(const std::string& path) {
|
bool directoryExists(const std::string& path) {
|
||||||
|
|||||||
Reference in New Issue
Block a user