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https://github.com/brunoherbelin/vimix.git
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Using translation, rotation and scale vectors to define transform of
node (matrix computed at update). GUI to modify transform adapted accordingly. Initialization nodes done at first run of draw (prevents mistake of forgetting to init).
This commit is contained in:
17
main.cpp
17
main.cpp
@@ -252,29 +252,22 @@ int main(int, char**)
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// UserInterface::manager().OpenTextEditor( Resource::getText("shaders/texture-shader.fs") );
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// init the scene
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scene.root_.init();
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Rendering::manager().PushFrontDrawCallback(drawScene);
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// init elements to the scene
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testnode1.init();
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testnode2.init();
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testnode3.init();
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testnode3.getShader()->blending = Shader::BLEND_ADD;
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//testnode3.getShader()->blending = Shader::BLEND_OPACITY;
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glm::vec3 color( 1.f, 1.f, 0.f );
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LineCircle border(color);
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// LineSquare border(color);
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border.init();
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Group g1;
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g1.init();
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g1.transform_ = glm::translate(glm::identity<glm::mat4>(), glm::vec3(1.f, 1.f, 0.f));
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g1.transform_ = glm::scale(g1.transform_, glm::vec3(2.f, 2.f, 2.f));
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g1.translation_ = glm::vec3(1.f, 1.f, 0.f);
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g1.scale_ = glm::vec3(2.f, 2.f, 1.f);
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Switch g2;
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g2.init();
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g2.transform_ = glm::translate(glm::identity<glm::mat4>(), glm::vec3(-1.f, -1.f, 0.f));
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g2.transform_ = glm::rotate(g2.transform_, 0.672f, glm::vec3(0.0f, 0.0f, 1.0f));
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g2.translation_ = glm::vec3(-1.f, -1.f, 0.f);
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// g2.rotation_ = glm::vec3(0.0f, 0.0f, 1.0f);
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// build tree
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g1.addChild(&testnode3);
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