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https://github.com/UOH-CS-Level5/551455-graphics-programming-2526-the-repo-Zyb3rWolfi.git
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Finished refractor
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@ -56,7 +56,6 @@ public class Mesh : IDisposable
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, 3 * sizeof(float));
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GL.EnableVertexAttribArray(1);
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}
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// ... (you could add more layouts)
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GL.BindVertexArray(0);
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}
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@ -36,28 +36,19 @@ namespace TheLabs
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{
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// This is called when the window is created and is where we can set up OpenGL resources.
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base.OnLoad();
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string shaderVertPath = "Shaders/shader.vert";
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string texturePath = "Textures/placeholder.png";
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//GL.Disable(EnableCap.CullFace);
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if (!File.Exists(shaderVertPath))
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{
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throw new FileNotFoundException($"The shader file was not found at: {Path.GetFullPath(shaderVertPath)}");
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}
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if (!File.Exists(texturePath))
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{
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throw new FileNotFoundException($"The texture file was not found at: {Path.GetFullPath(texturePath)}");
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}
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//GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
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// Set The background color to a nice blue.
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GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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GL.Enable(EnableCap.DepthTest);
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_cubeMesh = ShapeFactory.CreateTexturedCube();
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_cubeTexture = new Texture("Textures/placeholder.png");
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_cubeObject = new RenderObject(_cubeMesh, _shader, _cubeTexture);
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_cubeObject.Position = new Vector3(-0.75f, 0.0f, 0.0f);
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_cubeObject.Position = new Vector3(0.0f, 0.0f, -1.0f);
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_cubeObject.Scale = new Vector3(0.5f, 0.5f, 0.5f);
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}
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@ -72,9 +63,16 @@ namespace TheLabs
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// --- Set up Camera ---
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Matrix4 view = Matrix4.CreateTranslation(0.0f, 0.0f, -3.0f);
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float aspectRatio = (float)Size.X / Size.Y;
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// 2. Add a safety check for divide-by-zero
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if (Size.Y == 0 || Size.X == 0)
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{
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aspectRatio = 1.0f; // Default to 1:1 if window is minimized
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}
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Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(
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MathHelper.DegreesToRadians(45f),
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Size.X / (float)Size.Y,
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aspectRatio,
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0.1f,
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100.0f
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);
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@ -28,13 +28,16 @@ public class RenderObject
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Shader.SetInt("uTexture", 0);
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// 2. Bind Texture
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Texture.Use(); // Assumes you have a Texture class
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// 3. Calculate Model Matrix
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Matrix4 model = Matrix4.CreateScale(Scale) * Matrix4.CreateFromQuaternion(Rotation) * Matrix4.CreateTranslation(Position);
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// 4. Set Uniforms
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Shader.SetMatrix4("model", model);
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Shader.SetMatrix4("view", view);
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Shader.SetMatrix4("projection", projection);
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int modelLoc = GL.GetUniformLocation(Shader.Handle, "model");
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GL.UniformMatrix4(modelLoc, false, ref model); // Try TRUE here
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int viewLoc = GL.GetUniformLocation(Shader.Handle, "view");
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GL.UniformMatrix4(viewLoc, false, ref view); // Try TRUE here
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int projLoc = GL.GetUniformLocation(Shader.Handle, "projection");
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GL.UniformMatrix4(projLoc, false, ref projection); // Try TRUE here
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// 5. Tell the Mesh to draw itself
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Mesh.Draw();
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@ -44,7 +44,7 @@ public static class ShapeFactory
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uint[] indices = {
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// Front face
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0, 1, 2,
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0, 2, 1,
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0, 2, 3,
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// Back face
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4, 5, 6,
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@ -53,13 +53,13 @@ public static class ShapeFactory
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8, 9, 10,
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8, 10, 11,
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// Right face
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12, 13, 14,
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12, 14, 13,
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12, 14, 15,
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// Top face
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16, 17, 18,
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16, 18, 19,
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// Bottom face
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20, 21, 22,
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20, 22, 21,
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20, 22, 23
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};
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