Create model matrix for Object
This commit is contained in:
@@ -1,6 +1,8 @@
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package com.bartlomiejpluta.samplegame.core.gl.object.mesh;
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import com.bartlomiejpluta.samplegame.core.gl.render.Renderable;
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import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
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import com.bartlomiejpluta.samplegame.core.gl.shader.program.ShaderProgram;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.system.MemoryStack;
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@@ -44,7 +46,7 @@ public class Mesh implements Renderable {
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}
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@Override
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public void render() {
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public void render(ShaderManager shaderManager) {
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glBindVertexArray(vaoId);
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glEnableVertexAttribArray(0);
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glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_INT, 0);
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@@ -1,18 +1,14 @@
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package com.bartlomiejpluta.samplegame.core.gl.render;
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import com.bartlomiejpluta.samplegame.core.ui.Window;
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import com.bartlomiejpluta.samplegame.core.gl.shader.constant.UniformName;
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import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
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import com.bartlomiejpluta.samplegame.core.ui.Window;
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import lombok.RequiredArgsConstructor;
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import lombok.extern.slf4j.Slf4j;
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import org.lwjgl.system.MemoryStack;
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import org.springframework.beans.factory.annotation.Autowired;
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import org.springframework.stereotype.Component;
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import static org.lwjgl.opengl.GL15.*;
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import static org.lwjgl.opengl.GL20.glEnableVertexAttribArray;
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import static org.lwjgl.opengl.GL20.glVertexAttribPointer;
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import static org.lwjgl.opengl.GL30.glBindVertexArray;
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import static org.lwjgl.opengl.GL30.glGenVertexArrays;
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@Slf4j
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@Component
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@@ -23,7 +19,10 @@ public class DefaultRenderer implements Renderer {
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@Override
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public void init() {
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log.info("Initializing renderer");
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shaderManager.createShader("default", "/shaders/default.vs", "/shaders/default.fs");
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shaderManager
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.createShader("default", "/shaders/default.vs", "/shaders/default.fs")
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.selectShader("default")
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.createUniform(UniformName.UNI_MODEL_MATRIX);
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}
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@Override
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@@ -33,7 +32,7 @@ public class DefaultRenderer implements Renderer {
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shaderManager.selectShader("default").useSelectedShader();
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renderable.render();
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renderable.render(shaderManager);
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shaderManager.detachCurrentShader();
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}
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@@ -1,6 +1,9 @@
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package com.bartlomiejpluta.samplegame.core.gl.render;
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import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
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import com.bartlomiejpluta.samplegame.core.gl.shader.program.ShaderProgram;
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public interface Renderable {
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void render();
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void render(ShaderManager shaderManager);
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void cleanUp();
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}
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@@ -0,0 +1,5 @@
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package com.bartlomiejpluta.samplegame.core.gl.shader.constant;
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public interface UniformName {
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public static final String UNI_MODEL_MATRIX = "modelMatrix";
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}
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@@ -1,15 +1,14 @@
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package com.bartlomiejpluta.samplegame.core.world.object;
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import com.bartlomiejpluta.samplegame.core.gl.object.mesh.Mesh;
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import com.bartlomiejpluta.samplegame.core.gl.render.Renderable;
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import lombok.Getter;
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import lombok.RequiredArgsConstructor;
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import lombok.Setter;
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import org.joml.Matrix4f;
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import org.joml.Vector3f;
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@RequiredArgsConstructor
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public abstract class Object implements Renderable {
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private final Mesh mesh;
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import static java.lang.Math.toRadians;
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public abstract class Object {
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private final Matrix4f modelMatrix = new Matrix4f();
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@Getter
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private final Vector3f position = new Vector3f(0, 0, 0);
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@@ -34,6 +33,20 @@ public abstract class Object implements Renderable {
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this.position.z = position.z;
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return this;
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}
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public Object movePosition(float x, float y, float z) {
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position.x += x;
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position.y += y;
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position.z += z;
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return this;
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}
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public Object movePosition(Vector3f position) {
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this.position.x += position.x;
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this.position.y += position.y;
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this.position.z += position.z;
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return this;
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}
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public Object setRotation(float x, float y, float z) {
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rotation.x = x;
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@@ -49,13 +62,27 @@ public abstract class Object implements Renderable {
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return this;
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}
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@Override
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public void render() {
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mesh.render();
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public Object moveRotation(float x, float y, float z) {
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rotation.x += x;
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rotation.y += y;
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rotation.z += z;
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return this;
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}
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@Override
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public void cleanUp() {
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mesh.cleanUp();
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public Object moveRotation(Vector3f rotation) {
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this.rotation.x += rotation.x;
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this.rotation.y += rotation.y;
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this.rotation.z += rotation.z;
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return this;
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}
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public Matrix4f getModelMatrix() {
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return modelMatrix
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.identity()
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.translate(position)
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.rotateX((float) toRadians(-rotation.x))
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.rotateY((float) toRadians(-rotation.y))
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.rotateZ((float) toRadians(-rotation.z))
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.scale(scale);
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}
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}
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@@ -0,0 +1,21 @@
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package com.bartlomiejpluta.samplegame.core.world.object;
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import com.bartlomiejpluta.samplegame.core.gl.object.mesh.Mesh;
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import com.bartlomiejpluta.samplegame.core.gl.render.Renderable;
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import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
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import lombok.RequiredArgsConstructor;
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@RequiredArgsConstructor
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public abstract class RenderableObject extends Object implements Renderable {
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private final Mesh mesh;
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@Override
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public void render(ShaderManager shaderManager) {
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mesh.render(shaderManager);
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}
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@Override
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public void cleanUp() {
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mesh.cleanUp();
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}
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}
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@@ -2,14 +2,14 @@ package com.bartlomiejpluta.samplegame.core.world.object;
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import com.bartlomiejpluta.samplegame.core.gl.object.mesh.Mesh;
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public class Sprite extends Object {
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public class Sprite extends RenderableObject {
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private static final float[] VERTICES = new float[]{
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-0.5f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.5f, 0.5f, 0.0f
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};
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private static final int[] ELEMENTS = new int[]{
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0, 1, 2,
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2, 3, 0
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@@ -1,27 +1,31 @@
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package com.bartlomiejpluta.samplegame.core.world.scene;
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import com.bartlomiejpluta.samplegame.core.gl.render.Renderable;
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import com.bartlomiejpluta.samplegame.core.gl.shader.constant.UniformName;
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import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
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import com.bartlomiejpluta.samplegame.core.world.object.RenderableObject;
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import java.util.ArrayList;
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import java.util.List;
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public class Scene implements Renderable {
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private final List<Renderable> renderables = new ArrayList<>();
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private final List<RenderableObject> objects = new ArrayList<>();
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public Scene add(Renderable renderable) {
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renderables.add(renderable);
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public Scene add(RenderableObject object) {
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objects.add(object);
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return this;
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}
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@Override
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public void render() {
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for(var renderable : renderables) {
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renderable.render();
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public void render(ShaderManager shaderManager) {
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for(var object : objects) {
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shaderManager.setUniform(UniformName.UNI_MODEL_MATRIX, object.getModelMatrix());
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object.render(shaderManager);
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}
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}
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@Override
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public void cleanUp() {
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renderables.forEach(Renderable::cleanUp);
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objects.forEach(Renderable::cleanUp);
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}
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}
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@@ -7,6 +7,7 @@ import com.bartlomiejpluta.samplegame.core.world.object.Sprite;
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import com.bartlomiejpluta.samplegame.core.world.scene.Scene;
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import lombok.RequiredArgsConstructor;
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import lombok.extern.slf4j.Slf4j;
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import org.joml.Vector3f;
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import org.springframework.beans.factory.annotation.Autowired;
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import org.springframework.stereotype.Component;
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@@ -17,12 +18,15 @@ public class DefaultGameLogic implements GameLogic {
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private final Renderer renderer;
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private final Scene scene = new Scene();
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Sprite sprite;
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@Override
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public void init(Window window) {
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log.info("Initializing game logic");
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renderer.init();
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scene.add(new Sprite());
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sprite = new Sprite();
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scene.add(sprite);
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}
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@Override
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@@ -1,8 +1,10 @@
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#version 330
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uniform mat4 modelMatrix;
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layout(location=0) in vec3 position;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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gl_Position = modelMatrix * vec4(position, 1.0);
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}
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