Updated code handout for assignment 2
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@ -25,3 +25,6 @@
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[submodule "arrrgh"]
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path = arrrgh
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url = https://github.com/ElectricToy/arrrgh.git
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[submodule "lib/lodepng"]
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path = lib/lodepng
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url = https://github.com/lvandeve/lodepng
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@ -43,6 +43,7 @@ add_subdirectory(lib/SFML)
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include_directories (src/
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lib/glad/include/
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lib/glfw/include/
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lib/lodepng/
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lib/glm/
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lib/stb/
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lib/arrrgh/
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@ -51,7 +52,8 @@ include_directories (src/
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#
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# Add files
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#
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file (GLOB VENDORS_SOURCES lib/glad/src/glad.c)
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file (GLOB VENDORS_SOURCES lib/glad/src/glad.c
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lib/lodepng/lodepng.cpp)
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file (GLOB_RECURSE PROJECT_HEADERS src/*.hpp
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src/*.h)
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file (GLOB_RECURSE PROJECT_SOURCES src/*.cpp
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@ -0,0 +1,2 @@
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./*.png
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@ -99,8 +99,8 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
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shader->activate();
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Mesh box = generateBox(boxDimensions.x, boxDimensions.y, boxDimensions.z, false);
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Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, true);
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Mesh box = generateBox(boxDimensions.x, boxDimensions.y, boxDimensions.z, true);
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Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
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Mesh sphere = generateSphere(1.0, 40, 40);
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unsigned int ballVAO = generateBuffer(sphere);
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@ -0,0 +1,38 @@
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#include <iostream>
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#include "glfont.h"
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Mesh generateTextGeometryBuffer(std::string text, float characterHeightOverWidth, float totalTextWidth) {
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float characterWidth = totalTextWidth / float(text.length());
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float characterHeight = characterHeightOverWidth * characterWidth;
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unsigned int vertexCount = 4 * text.length();
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unsigned int indexCount = 6 * text.length();
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Mesh mesh;
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mesh.vertices.resize(vertexCount);
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mesh.indices.resize(indexCount);
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for(unsigned int i = 0; i < text.length(); i++)
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{
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float baseXCoordinate = float(i) * characterWidth;
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mesh.vertices.at(4 * i + 0) = {baseXCoordinate, 0, 0};
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mesh.vertices.at(4 * i + 1) = {baseXCoordinate + characterWidth, 0, 0};
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mesh.vertices.at(4 * i + 2) = {baseXCoordinate + characterWidth, characterHeight, 0};
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mesh.vertices.at(4 * i + 0) = {baseXCoordinate, 0, 0};
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mesh.vertices.at(4 * i + 2) = {baseXCoordinate + characterWidth, characterHeight, 0};
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mesh.vertices.at(4 * i + 3) = {baseXCoordinate, characterHeight, 0};
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mesh.indices.at(6 * i + 0) = 4 * i + 0;
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mesh.indices.at(6 * i + 1) = 4 * i + 1;
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mesh.indices.at(6 * i + 2) = 4 * i + 2;
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mesh.indices.at(6 * i + 3) = 4 * i + 0;
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mesh.indices.at(6 * i + 4) = 4 * i + 2;
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mesh.indices.at(6 * i + 5) = 4 * i + 3;
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}
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return mesh;
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}
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@ -0,0 +1,6 @@
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#pragma once
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#include <string>
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#include "mesh.h"
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Mesh generateTextGeometryBuffer(std::string text, float characterHeightOverWidth, float totalTextWidth);
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@ -0,0 +1,41 @@
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#include "imageLoader.hpp"
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#include <iostream>
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// Original source: https://raw.githubusercontent.com/lvandeve/lodepng/master/examples/example_decode.cpp
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PNGImage loadPNGFile(std::string fileName)
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{
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std::vector<unsigned char> png;
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std::vector<unsigned char> pixels; //the raw pixels
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unsigned int width, height;
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//load and decode
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unsigned error = lodepng::load_file(png, fileName);
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if(!error) error = lodepng::decode(pixels, width, height, png);
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//if there's an error, display it
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if(error) std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl;
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//the pixels are now in the vector "image", 4 bytes per pixel, ordered RGBARGBA..., use it as texture, draw it, ...
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// Unfortunately, images usually have their origin at the top left.
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// OpenGL instead defines the origin to be on the _bottom_ left instead, so
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// here's the world's most inefficient way to flip the image vertically.
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// You're welcome :)
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unsigned int widthBytes = 4 * width;
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for(unsigned int row = 0; row < (height / 2); row++) {
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for(unsigned int col = 0; col < widthBytes; col++) {
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std::swap(pixels[row * widthBytes + col], pixels[(height - 1 - row) * widthBytes + col]);
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}
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}
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PNGImage image;
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image.width = width;
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image.height = height;
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image.pixels = pixels;
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return image;
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}
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@ -0,0 +1,12 @@
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#pragma once
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#include "lodepng.h"
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#include <vector>
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#include <string>
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typedef struct PNGImage {
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unsigned int width, height;
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std::vector<unsigned char> pixels;
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} PNGImage;
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PNGImage loadPNGFile(std::string fileName);
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@ -8,52 +8,53 @@ Mesh generateBox(float width, float height, float depth, bool flipFaces) {
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std::vector<glm::vec3> vertices = {
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{0, 0, 0},
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{0, height, depth},
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{0, 0, depth},
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{0, 0, 0},
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{0, height, 0},
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{0, height, depth},
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{width, 0, 0},
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{width, height, depth},
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{width, height, 0},
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{width, 0, 0},
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{width, 0, depth},
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{width, height, depth},
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{0, 0, 0},
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{width, 0, 0},
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{width, height, 0},
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{0, 0, 0},
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{width, height, 0},
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{0, height, 0},
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{0, 0, depth},
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{width, height, depth},
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{width, 0, depth},
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{0, 0, depth},
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{0, height, depth},
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{width, height, depth},
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{0, 0, 0},
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{width, 0, depth},
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{width, 0, 0},
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{0, 0, 0},
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{0, 0, depth},
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{width, 0, depth},
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{width, height, 0},
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{0, height, depth},
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{0, height, 0},
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{width, 0, 0},
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{width, height, depth},
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{width, 0, depth},
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{width, 0, 0},
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{width, height, 0},
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{width, height, depth},
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{0, height, depth}};
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{0, 0, 0},
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{width, height, 0},
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{width, 0, 0},
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{0, 0, 0},
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{0, height, 0},
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{width, height, 0},
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{0, 0, depth},
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{width, 0, depth},
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{width, height, depth},
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{0, 0, depth},
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{width, height, depth},
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{0, height, depth},
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{0, 0, 0},
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{width, 0, 0},
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{width, 0, depth},
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{0, 0, 0},
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{width, 0, depth},
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{0, 0, depth},
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{width, height, 0},
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{0, height, 0},
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{0, height, depth},
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{width, height, 0},
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{0, height, depth},
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{width, height, depth},
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};
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// These are technically inverted relative to the vertex coordinates.
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// But for some strange reason the faces are rendered inverted.
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@ -109,6 +110,62 @@ Mesh generateBox(float width, float height, float depth, bool flipFaces) {
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{0.0, -1.0, 0.0},
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};
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float texScaleFactorX = depth / height;
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float texScaleFactorY = width / depth;
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float texScaleFactorZ = width / height;
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std::vector<glm::vec2> textureCoordinates = {
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{0, 0},
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{texScaleFactorX, 0},
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{texScaleFactorX, 1},
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{0, 0},
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{texScaleFactorX, 1},
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{0, 1},
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{0, 0},
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{texScaleFactorX, 1},
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{texScaleFactorX, 0},
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{0, 0},
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{0, 1},
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{texScaleFactorX, 1},
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{0, 0},
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{texScaleFactorZ, 0},
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{texScaleFactorZ, 1},
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{0, 0},
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{texScaleFactorZ, 1},
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{0, 1},
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{0, 0},
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{texScaleFactorZ, 0},
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{texScaleFactorZ, 1},
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{0, 0},
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{texScaleFactorZ, 1},
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{0, 1},
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{0, 0},
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{texScaleFactorY, 0},
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{texScaleFactorY, 1},
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{0, 0},
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{texScaleFactorY, 1},
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{0, 1},
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{0, 0},
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{texScaleFactorY, 0},
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{texScaleFactorY, 1},
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{0, 0},
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{texScaleFactorY, 1},
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{0, 1},
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};
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std::vector<unsigned int> indices = {
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0, 1, 2,
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3, 4, 5,
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@ -139,6 +196,7 @@ Mesh generateBox(float width, float height, float depth, bool flipFaces) {
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Mesh mesh;
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mesh.vertices = vertices;
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mesh.normals = normals;
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mesh.textureCoordinates = textureCoordinates;
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mesh.indices = indices;
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return mesh;
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