Remove old camera class
This commit is contained in:
@@ -10,12 +10,12 @@
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#include "inferno/inputcodes.h"
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#include "inferno/log.h"
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#include "inferno/render/buffer.h"
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#include "inferno/render/camera.h"
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#include "inferno/render/context.h"
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#include "inferno/render/font.h"
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#include "inferno/render/renderer.h"
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#include "inferno/render/shader.h"
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#include "inferno/render/texture.h"
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#include "inferno/scene/scene.h"
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#include "inferno/settings.h"
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#include "inferno/time.h"
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#include "inferno/window.h"
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@@ -44,8 +44,7 @@ namespace Inferno {
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TextureManager* textureManager = new TextureManager();
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textureManager->initialize();
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m_cameraO = std::make_shared<OrthographicCamera>();
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m_cameraP = std::make_shared<PerspectiveCamera>();
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m_scene = std::make_shared<Scene>();
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Renderer2D* renderer2D = new Renderer2D();
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renderer2D->initialize();
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@@ -69,6 +68,7 @@ namespace Inferno {
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FontManager::the().destroy();
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RendererCharacter::the().destroy();
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Renderer2D::the().destroy();
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m_scene->destroy();
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TextureManager::the().destroy();
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ShaderManager::the().destroy();
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// Input::destroy();
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@@ -107,7 +107,7 @@ namespace Inferno {
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auto f = FontManager::the().get("assets/fnt/dejavu-sans");
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auto c = f->get('5');
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dbg() << c->position << " " << c->size;
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// dbg() << c->position << " " << c->size;
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uint32_t textureWidth = f->texture()->width();
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uint32_t textureHeight = f->texture()->height();
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@@ -129,8 +129,7 @@ namespace Inferno {
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(textureHeight - c->position.y - c->size.y) / (float)textureHeight,
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(textureHeight - c->position.y) / (float)textureHeight
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};
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dbg() << y;
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// dbg() < y;
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character.at(0).quad.textureCoordinates = { x.x, y.x };
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character.at(1).quad.textureCoordinates = { x.y, y.x };
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@@ -163,15 +162,14 @@ namespace Inferno {
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Input::update();
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m_window->update();
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m_cameraO->update(deltaTime);
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m_cameraP->update(deltaTime);
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m_scene->update(deltaTime);
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// Render
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RenderCommand::clearColor({ 0.2f, 0.3f, 0.3f, 1.0f });
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RenderCommand::clear();
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Renderer2D::the().beginScene(m_cameraP); // camera, lights, environment
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Renderer2D::the().beginScene(m_scene->cameraProjectionView()); // camera, lights, environment
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RendererCharacter::the().beginScene();
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Renderer2D::the().drawQuad(std::make_shared<Transform>(cube), colors);
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@@ -11,6 +11,7 @@ namespace Inferno {
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class MousePositionEvent;
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class OrthographicCamera;
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class PerspectiveCamera;
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class Scene;
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class Texture;
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class TextureManager;
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class Window;
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@@ -41,9 +42,7 @@ namespace Inferno {
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private:
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std::unique_ptr<Window> m_window;
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// std::unique_ptr<Camera> m_camera;
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std::shared_ptr<OrthographicCamera> m_cameraO;
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std::shared_ptr<PerspectiveCamera> m_cameraP;
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std::shared_ptr<Scene> m_scene;
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float m_lastFrameTime = 0.0f;
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@@ -1,226 +0,0 @@
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#include <algorithm> // std::max, std::min
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#include <memory> // std::make_shared
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#include <glm/ext/matrix_clip_space.hpp> // glm::perspective, glm::ortho
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#include <glm/ext/matrix_transform.hpp> // glm::radians, glm::lookAt
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#include "inferno/application.h"
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#include "inferno/component/transform.h"
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#include "inferno/input.h"
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#include "inferno/inputcodes.h"
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#include "inferno/render/camera.h"
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#include "inferno/window.h"
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namespace Inferno {
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Camera::Camera()
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: Camera({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f})
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{
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}
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Camera::Camera(glm::vec3 translate, glm::vec3 rotate)
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{
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glm::vec3 scale = {1.0f, 1.0f, 1.0f};
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m_transform = std::make_shared<Transform>(translate, rotate, scale);
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}
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// ----------------------------------------
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OrthographicCamera::OrthographicCamera()
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: Camera({0.0f, 0.0f, -1.0f}, {0.0f, 0.0f, 1.0f})
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{
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initialize();
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}
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OrthographicCamera::OrthographicCamera(glm::vec3 translate, glm::vec3 rotate)
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: Camera(translate, rotate)
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{
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initialize();
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}
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void OrthographicCamera::initialize()
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{
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m_zoomLevel = 1.0f;
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// Set the roatation axis
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m_rotateAxis = glm::vec3(0.0f, 0.0f, 1.0f);
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dbg(Log::Info) << "OrthographicCamera initialized";
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}
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void OrthographicCamera::update(float deltaTime)
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{
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// Update camera rotation
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float cameraRotateSpeed = ROTATE_SPEED * deltaTime;
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glm::vec3 rotate = transform()->rotate();
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_Q"))) {
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rotate.z += cameraRotateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_E"))) {
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rotate.z -= cameraRotateSpeed;
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}
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if (rotate.z > 180.0f)
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rotate.z -= 360.0f;
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else if (rotate.z <= -180.0f)
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rotate.z += 360.0f;
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transform()->setRotate(rotate);
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// Update camera translation
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float cameraTranslateSpeed = TRANSLATE_SPEED * deltaTime;
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glm::vec3 translate = transform()->translate();
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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translate.x += -sin(glm::radians(rotate.z)) * cameraTranslateSpeed;
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translate.y += cos(glm::radians(rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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translate.x -= -sin(glm::radians(rotate.z)) * cameraTranslateSpeed;
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translate.y -= cos(glm::radians(rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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translate.x -= cos(glm::radians(rotate.z)) * cameraTranslateSpeed;
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translate.y -= sin(glm::radians(rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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translate.x += cos(glm::radians(rotate.z)) * cameraTranslateSpeed;
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translate.y += sin(glm::radians(rotate.z)) * cameraTranslateSpeed;
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}
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transform()->setTranslate(translate);
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// Update camera zoom
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float zoomSpeed = ZOOM_SENSITIVITY * deltaTime;
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_EQUAL"))) {
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m_zoomLevel -= zoomSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_MINUS"))) {
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m_zoomLevel += zoomSpeed;
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}
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m_zoomLevel = std::max(m_zoomLevel, 0.25f);
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m_zoomLevel = std::min(m_zoomLevel, 10.0f);
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// Update camera matrix
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// Local space -> World space: model matrix
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// Is done in Object::update()
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// World space -> View space: view matrix
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transform()->setTransform(glm::translate(glm::mat4(1.0f), translate) * glm::rotate(glm::mat4(1.0f), glm::radians(rotate.z), m_rotateAxis));
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transform()->setTransform(glm::inverse(transform()->transform()));
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// View space -> Clip space: projection matrix
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float aspectRatio = Application::the().getWindow().getAspect();
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setProjection(glm::ortho(-aspectRatio * m_zoomLevel, aspectRatio * m_zoomLevel, -m_zoomLevel, m_zoomLevel, -1.0f, 1.0f));
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// Clip space -> Screen space: viewport transform
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// Is done in the fragment shader using the settings of glViewport
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}
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// ----------------------------------------
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PerspectiveCamera::PerspectiveCamera()
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: Camera({0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f})
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{
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initialize();
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}
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PerspectiveCamera::PerspectiveCamera(glm::vec3 translate, glm::vec3 rotate)
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: Camera(translate, rotate)
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{
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initialize();
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}
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void PerspectiveCamera::initialize()
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{
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m_fov = 90.0f;
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m_pitch = 0.0f;
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m_yaw = -90.0f;
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// Up vector in world space
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m_up = glm::vec3(0.0f, 1.0f, 0.0f);
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dbg(Log::Info) << "PerspectiveCamera initialized";
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}
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void PerspectiveCamera::update(float deltaTime)
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{
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// Get mouse movement offset compared to last frame
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float xOffset = Input::getXOffset() * MOUSE_SENSITIVITY;
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float yOffset = Input::getYOffset() * MOUSE_SENSITIVITY;
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m_yaw += xOffset;
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m_pitch += yOffset;
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// Prevent gimbal lock
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if (m_pitch > 89.0f) m_pitch = 89.0f;
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if (m_pitch < -89.0f) m_pitch = -89.0f;
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// Update camera rotation, by calculating direction vector via yaw and pitch
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transform()->setRotate(
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cos(glm::radians(m_pitch)) * cos(glm::radians(m_yaw)),
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sin(glm::radians(m_pitch)),
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cos(glm::radians(m_pitch)) * sin(glm::radians(m_yaw)));
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transform()->setRotate(glm::normalize(transform()->rotate()));
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// The direction vector is based on
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// Camera direction (z): normalize(position - target)
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// Right axis (x): normalize(cross(up, direction))
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// Up axis (y): cross(direction, right)
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// Source: https://learnopengl.com/img/getting-started/camera_axes.png
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// Cross = combination of two vectors in 3D space,
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// where result is always perpendicular to both of the vectors
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// Update camera translation
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float cameraSpeed = TRANSLATE_SPEED * deltaTime;
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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transform()->setTranslate(transform()->translate() + cameraSpeed * transform()->rotate());
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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transform()->setTranslate(transform()->translate() - cameraSpeed * transform()->rotate());
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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transform()->setTranslate(transform()->translate() -
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glm::normalize(glm::cross(transform()->rotate(), m_up)) * cameraSpeed);
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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transform()->setTranslate(transform()->translate() +
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glm::normalize(glm::cross(transform()->rotate(), m_up)) * cameraSpeed);
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}
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// Up / down movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_SPACE"))) {
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transform()->setTranslate(transform()->translate().x, transform()->translate().y + cameraSpeed, transform()->translate().z);
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_LEFT_SHIFT"))) {
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transform()->setTranslate(transform()->translate().x, transform()->translate().y - cameraSpeed, transform()->translate().z);
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}
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// Update camera matrix
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// Local space -> World space: model matrix
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// Is done in Object::update()
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// World space -> View space: view matrix
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transform()->setTransform(glm::lookAt(transform()->translate(), transform()->translate() + transform()->rotate(), m_up));
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// View space -> Clip space: projection matrix
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float aspect = Application::the().getWindow().getAspect();
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setProjection(glm::perspective(glm::radians(m_fov), aspect, NEAR_PLANE, FAR_PLANE));
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// Clip space -> Screen space: viewport transform
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// Is done in the fragment shader using the settings of glViewport
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// Souce: https://learnopengl.com/img/getting-started/coordinate_systems.png
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}
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}
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@@ -1,87 +0,0 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#define TRANSLATE_SPEED 2.5f
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#define ROTATE_SPEED 90.0f
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#define ZOOM_SENSITIVITY 2.5f
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#define MOUSE_SENSITIVITY 0.25f
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#define NEAR_PLANE 0.1f
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#define FAR_PLANE 100.0f
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#include <memory> // std::shared_ptr
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#include "glm/ext/matrix_float4x4.hpp" // glm::mat4
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#include "glm/ext/vector_float3.hpp" // glm:vec3
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namespace Inferno {
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class Transform;
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class Camera {
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public:
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Camera();
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Camera(glm::vec3 translate, glm::vec3 rotate);
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virtual ~Camera() {}
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virtual void initialize() = 0;
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virtual void update(float deltaTime) = 0;
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// virtual void render() = 0;
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// virtual void destroy() = 0;
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void setProjection(glm::mat4 projection) { m_projection = projection; }
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const glm::mat4& projection() const { return m_projection; }
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const std::shared_ptr<Transform>& transform() const { return m_transform; }
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private:
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glm::mat4 m_projection;
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std::shared_ptr<Transform> m_transform;
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};
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// ----------------------------------------
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class OrthographicCamera final : public Camera {
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public:
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OrthographicCamera();
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OrthographicCamera(glm::vec3 translate, glm::vec3 rotate);
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virtual ~OrthographicCamera() {}
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virtual void initialize() override;
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virtual void update(float deltaTime) override;
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// virtual void render() override;
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// virtual void destroy() override;
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private:
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float m_zoomLevel;
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glm::vec3 m_rotateAxis;
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};
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// ----------------------------------------
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class PerspectiveCamera final : public Camera {
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public:
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PerspectiveCamera();
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PerspectiveCamera(glm::vec3 translate, glm::vec3 rotate);
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virtual ~PerspectiveCamera() {}
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virtual void initialize() override;
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virtual void update(float deltaTime) override;
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// virtual void render() override;
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// virtual void destroy() override;
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private:
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float m_fov;
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float m_pitch;
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float m_yaw;
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glm::vec3 m_up;
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};
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// ----------------------------------------
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}
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#endif // CAMERA_H
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// @Todo:
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// - Add sensitivity, fov to settings:camera
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// - Change ortho view matrix to use glm::lookAt()
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@@ -6,7 +6,6 @@
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#include "inferno/assertions.h"
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#include "inferno/component/transform.h"
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#include "inferno/render/buffer.h"
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#include "inferno/render/camera.h"
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#include "inferno/render/renderer.h"
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#include "inferno/render/shader.h"
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#include "inferno/render/texture.h"
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@@ -185,9 +184,11 @@ namespace Inferno {
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s_instance = nullptr;
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}
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void Renderer2D::beginScene(const std::shared_ptr<Camera>& camera)
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void Renderer2D::beginScene(glm::mat4 cameraProjectionView)
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{
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s_camera = camera;
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m_shader->bind();
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m_shader->setFloat("u_projectionView", cameraProjectionView);
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m_shader->unbind();
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}
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void Renderer2D::endScene()
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@@ -254,7 +255,6 @@ namespace Inferno {
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bind();
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// Render
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m_shader->setFloat("u_projectionView", s_camera->projection() * s_camera->transform()->transform());
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RenderCommand::drawIndexed(m_vertexArray, m_quadIndex * indexPerQuad);
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unbind();
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@@ -92,7 +92,7 @@ namespace Inferno {
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void initialize() override;
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void destroy() override;
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void beginScene(const std::shared_ptr<Camera>& camera);
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void beginScene(glm::mat4 cameraProjectionView);
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void endScene();
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void drawQuad(std::shared_ptr<Transform> transform, glm::vec4 color);
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@@ -108,8 +108,6 @@ namespace Inferno {
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void startBatch() override;
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void nextBatch() override;
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std::shared_ptr<Camera> s_camera;
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// CPU quad vertices
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std::unique_ptr<QuadVertex[]> m_vertexBufferBase = nullptr;
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QuadVertex* m_vertexBufferPtr = nullptr;
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Block a user