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feat(cube): add cube function
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27
inc/cube.hpp
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27
inc/cube.hpp
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#ifndef CUBE_HPP
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#define CUBE_HPP
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#include "vbo.hpp"
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#include "ebo.hpp"
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#include "vao.hpp"
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#include "shader.hpp"
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#include "texture.hpp"
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#include "camera.hpp"
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class Cube
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{
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private:
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VBO vbo;
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EBO ebo;
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VAO vao;
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Camera &camera;
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Shader shader;
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Texture texture;
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public:
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Cube(Camera &camera);
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void loop(int width, int height);
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};
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#endif
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178
src/cube.cpp
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178
src/cube.cpp
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#include "cube.hpp"
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#include "VAO.hpp"
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#include "vbo.hpp"
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GLfloat cubeVertices[] = {
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// Positions // Normales // texture coordinate
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// front side
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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// back side
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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// left side
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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// right side
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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// bottom side
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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// up side
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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};
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unsigned int cubeIndices[] = {
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0, 1, 2, // Triangle 1
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2, 3, 0, // Triangle 2
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4, 5, 6, // Triangle 3
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6, 7, 4, // Triangle 4
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8, 9, 10, // Triangle 5
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10, 11, 8, // Triangle 6
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12, 13, 14, // Triangle 7
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14, 15, 12, // Triangle 8
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16, 17, 18, // Triangle 9
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18, 19, 16, // Triangle 10
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20, 21, 22, // Triangle 11
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22, 23, 20 // Triangle 12
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};
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const char* cubeVertexShader = R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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uniform mat4 projection;
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uniform mat4 model;
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uniform mat4 view;
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoords;
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void main() {
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FragPos = vec3(model * vec4(aPos, 1.0));
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gl_Position = projection * view * vec4(FragPos, 1.0);
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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}
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)";
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const char* cubeFragShader = R"(
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#version 330 core
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out vec4 FragColor;
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// Définitions de struct non utilisées pour l'éclairage mais laissées pour référence
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struct Material {
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sampler2D diffuse;
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vec3 specular;
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float shininess;
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};
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform vec3 viewPos;
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uniform Material material; // Utilisé uniquement pour material.diffuse
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uniform Light light; // Non utilisé
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void main()
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{
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// 1. Lire la couleur de la texture
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vec4 texColor = texture(material.diffuse, TexCoords);
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// 2. Afficher la couleur de la texture directement
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FragColor = texColor;
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// Toutes les lignes de calcul d'éclairage (ambient, diffuse, specular) sont retirées.
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}
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)";
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Cube::Cube(Camera &camera) :
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vbo(cubeVertices, sizeof(cubeVertices)),
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ebo(cubeIndices, sizeof(cubeIndices)),
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texture("stone.png"),
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camera(camera),
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shader(cubeVertexShader, cubeFragShader)
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{
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vao.bind();
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vbo.bind();
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GLsizei stride = 8*sizeof(float);
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vao.setAttributePointer(0, 3, GL_FLOAT, stride, (void*)0);
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vao.setAttributePointer(1, 3, GL_FLOAT, stride, (void*)(3*sizeof(float)));
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vao.setAttributePointer(2, 2, GL_FLOAT, stride, (void*)(6*sizeof(float)));
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ebo.bind();
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}
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void Cube::loop(int width, int height)
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{
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shader.use();
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glActiveTexture(GL_TEXTURE0);
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glm::vec3 coordinate = glm::vec3(0.0f, -1.0f, 0.0f);
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glm::mat4 projection = glm::perspective(
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glm::radians(camera.fov),
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static_cast<float>(width) / static_cast<float>(height),
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0.1f,
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100.0f
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);
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GLint texLoc = glGetUniformLocation(shader.getProgram(), "material.diffuse");
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glUniform1i(texLoc, 0);
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GLint projectionLoc = glGetUniformLocation(shader.getProgram(), "projection");
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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GLint viewLoc = glGetUniformLocation(shader.getProgram(), "view");
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coordinate);
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GLint modelLoc = glGetUniformLocation(shader.getProgram(), "model");
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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vao.drawElement(
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GL_TRIANGLES,
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sizeof(cubeIndices) / sizeof(unsigned int),
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GL_UNSIGNED_INT,
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0
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);
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}
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