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- Game::Game(){
- // Clear color, set aspect and proj matrix...
- // ...
- // Continuing...
- //InitShaders(); // Load up shaders
- ShaderProgramSettings shaderProgramSettings(P_TEST, "Shaders/basicTexture.vert", "Shaders/basicTexture.frag");
- shaderProgramSettings.AddVariable(ShaderAttribute (A_TEXTURE_COORD0, AT_FLOAT_VEC2), "inTextureCoord0");
- shaderProgramSettings.AddVariable(ShaderUniform (U_TEXTURE0_SAMPLER_2D, UT_SAMPLER_2D), "texture0Sampler2d");
- shaderProgramSettings.AddVariable(ShaderAttribute (A_POSITION, AT_FLOAT_VEC3), "inPosition");
- shaderProgramSettings.AddVariable(ShaderAttribute (A_COLOR, AT_FLOAT_VEC4), "inColor");
- shaderProgramSettings.AddVariable(ShaderUniform (U_MVP_MATRIX, UT_FLOAT_MAT4), "modelViewProjectionMatrix");
- _pShaderManager->Create(shaderProgramSettings);
- _pShaderManager->Enable(P_TEST);
- MkoFileReader fileRaw("Assets/testImage.mko");
- _pImage2d = fileRaw.GetMko<Image2d>();
- }
- // Rendering
- void Game::render(float deltaTime){
- glm::mat4 m4View = glm::lookAt( glm::vec3(0.0f, 1.5f, 4.0f), // Eye
- glm::vec3(0.0f, 1.5f,0.0f), // Center
- glm::vec3(0.0f, 1.0f,0.0f)); // Up
- glm::mat4 m4Model = glm::mat4();
- glm::mat4 m4Result = _m4ProjMatrix * m4View * m4Model;
- _pShaderManager->Enable(P_TEST);
- _pShaderManager->SetUniform(U_MVP_MATRIX, m4Result);
- glEnable(GL_BLEND);
- _pImage2d->Render();
- glDisable(GL_BLEND);
- }
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