lot of opengl draw work to get image on screen
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+26
-10
@@ -1,5 +1,6 @@
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#pragma once
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#include <glm/vec3.hpp>
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#include <array>
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#include <glm/glm.hpp>
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#include <utility>
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struct AABB
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@@ -21,17 +22,32 @@ struct AABB
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max.y = std::max(max.y, pos.y);
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max.z = std::max(max.z, pos.z);
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}
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void transform(glm::mat4 transform)
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{
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std::array<glm::vec3, 8> corners;
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corners[0] = glm::vec3(min.x, min.y, min.z);
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corners[1] = glm::vec3(min.x, min.y, max.z);
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corners[2] = glm::vec3(min.x, max.y, min.z);
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corners[3] = glm::vec3(min.x, max.y, max.z);
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corners[4] = glm::vec3(max.x, min.y, min.z);
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corners[5] = glm::vec3(max.x, min.y, max.z);
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corners[6] = glm::vec3(max.x, max.y, min.z);
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corners[7] = glm::vec3(max.x, max.y, max.z);
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min = glm::vec3(std::numeric_limits<float>::max());
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max = glm::vec3(std::numeric_limits<float>::lowest());
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for (int i = 0; i < 8; ++i)
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{
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glm::vec4 transformed = transform * glm::vec4(corners[i].x, corners[i].y, corners[i].z, 1.0f);
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min = glm::vec3(std::min(min.x, transformed.x), std::min(min.y, transformed.y), std::min(min.z, transformed.z));
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max = glm::vec3(std::max(max.x, transformed.x), std::max(max.y, transformed.y), std::max(max.z, transformed.z));
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}
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}
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static AABB combine(AABB lhs, AABB rhs)
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{
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AABB result;
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result.min.x = std::min(lhs.min.x, rhs.min.x);
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result.min.y = std::min(lhs.min.y, rhs.min.y);
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result.min.z = std::min(lhs.min.z, rhs.min.z);
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result.max.x = std::max(lhs.max.x, rhs.max.x);
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result.max.y = std::max(lhs.max.y, rhs.max.y);
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result.max.z = std::max(lhs.max.z, rhs.max.z);
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AABB result = {
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.min = glm::vec3(std::min(lhs.min.x, rhs.min.x), std::min(lhs.min.y, rhs.min.y), std::min(lhs.min.z, rhs.min.z)),
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.max = glm::vec3(std::max(lhs.max.x, rhs.max.x), std::max(lhs.max.y, rhs.max.y), std::max(lhs.max.z, rhs.max.z)),
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};
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return result;
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}
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