create debug window with imgui
parent
e7c4b2d56b
commit
f526e9b152
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@ -9,4 +9,5 @@ gmon.out*
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cscope*
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cscope*
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test.cpp
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test.cpp
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a.out
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a.out
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*screenshot*
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*screenshot*
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imgui.ini
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@ -2,8 +2,8 @@ cmake_minimum_required(VERSION 3.2)
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project(cmake-project-template)
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project(cmake-project-template)
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set(CMAKE_CXX_STANDARD 11)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -O3")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17 -O3")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -g")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -g")
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set(CMAKE_INSTALL_PREFIX ${PROJECT_SOURCE_DIR})
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set(CMAKE_INSTALL_PREFIX ${PROJECT_SOURCE_DIR})
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@ -0,0 +1,19 @@
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#ifndef DEBUG_WINDOW_H
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#define DEBUG_WINDOW_H
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#include <any>
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#include <string>
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#include <GLFW/glfw3.h>
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namespace debug{
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namespace window {
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void init(GLFWwindow* window);
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void prerender();
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void render();
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void destroy();
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void set_parameter(std::string key, std::any value);
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}
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}
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#endif
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@ -1,7 +1,8 @@
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cmake_minimum_required(VERSION 3.2)
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cmake_minimum_required(VERSION 3.2)
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project(OpenGLTest)
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project(OpenGLTest)
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set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
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set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp
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debugwindow.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
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add_executable(OpenGLTest ${SOURCE_FILES})
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add_executable(OpenGLTest ${SOURCE_FILES})
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@ -0,0 +1,47 @@
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#include "debugwindow.hpp"
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#include <imgui/imgui.h>
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#include <imgui/imgui_impl_opengl3.h>
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#include <imgui/imgui_impl_glfw.h>
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namespace debug{
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namespace window{
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void init(GLFWwindow* window){
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
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ImGui_ImplOpenGL3_Init();
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}
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void prerender(){
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::ShowDemoWindow(); // Show demo window! :)
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}
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void render(){
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// (Your code clears your framebuffer, renders your other stuff etc.)
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// (Your code calls glfwSwapBuffers() etc.)
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}
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void destroy(){
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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}
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}
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10
src/main.cpp
10
src/main.cpp
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@ -10,6 +10,7 @@
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#include "chunkmanager.hpp"
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#include "chunkmanager.hpp"
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#include "main.hpp"
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#include "main.hpp"
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#include "debugwindow.hpp"
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#include "renderer.hpp"
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#include "renderer.hpp"
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#include "spacefilling.hpp"
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#include "spacefilling.hpp"
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#include "shader.hpp"
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#include "shader.hpp"
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@ -22,6 +23,7 @@ int frames = 0;
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float lastBlockPick=0.0;
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float lastBlockPick=0.0;
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bool blockpick = false;
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bool blockpick = false;
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bool canChangeWireframe = true;
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bool canChangeWireframe = true;
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bool cursor = false;
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int main()
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int main()
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{
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{
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@ -67,8 +69,10 @@ int main()
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sines[i] = sin(3.14 / 180 * i);
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sines[i] = sin(3.14 / 180 * i);
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cosines[i] = cos(3.14 / 180 * i);
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cosines[i] = cos(3.14 / 180 * i);
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}
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}
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SpaceFilling::initLUT();
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SpaceFilling::initLUT();
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chunkmanager::init();
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chunkmanager::init();
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debug::window::init(window);
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renderer::init(window);
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renderer::init(window);
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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@ -112,6 +116,7 @@ int main()
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// Cleanup allocated memory
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// Cleanup allocated memory
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chunkmanager::destroy();
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chunkmanager::destroy();
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renderer::destroy();
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renderer::destroy();
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debug::window::destroy();
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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@ -157,5 +162,10 @@ void processInput(GLFWwindow *window)
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if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
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if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
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if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
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if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
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if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
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cursor = !cursor;
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glfwSetInputMode(window, GLFW_CURSOR, cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
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}
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}
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}
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@ -5,6 +5,7 @@
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#include "chunkmanager.hpp"
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#include "chunkmanager.hpp"
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#include "chunkmesher.hpp"
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#include "chunkmesher.hpp"
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#include "debugwindow.hpp"
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#include "globals.hpp"
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#include "globals.hpp"
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#include "stb_image.h"
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#include "stb_image.h"
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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@ -118,6 +119,10 @@ namespace renderer{
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glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
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glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
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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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/* UPDATE IMGUI */
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debug::window::prerender();
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/* RENDER THE WORLD TO TEXTURE */
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int total{0}, toGpu{0};
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int total{0}, toGpu{0};
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glm::vec4 frustumPlanes[6];
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glm::vec4 frustumPlanes[6];
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theCamera.getFrustumPlanes(frustumPlanes, true);
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theCamera.getFrustumPlanes(frustumPlanes, true);
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@ -205,7 +210,7 @@ namespace renderer{
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}
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}
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render_todelete.clear();
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render_todelete.clear();
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/* DISPLAY TEXTURE ON A QUAD THAT FILLS THE SCREEN */
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// Now to render the quad, with the texture on top
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// Now to render the quad, with the texture on top
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// Switch to the default frame buffer
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// Switch to the default frame buffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -222,6 +227,8 @@ namespace renderer{
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quadShader->setInt("crosshairType", 1);
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quadShader->setInt("crosshairType", 1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glBindVertexArray(0);
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debug::window::render();
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}
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height){
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void framebuffer_size_callback(GLFWwindow *window, int width, int height){
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@ -271,6 +278,7 @@ namespace renderer{
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void destroy(){
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void destroy(){
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delete theShader;
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delete theShader;
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delete quadShader;
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}
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}
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