修复例子测试小bug
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@ -1,232 +1,9 @@
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#include <Hazel.h>
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#include "Hazel/Core/EntryPoint.h"
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// #include "SandBox2D/SandBox2D.h"
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// #include "DemoBox/GameLayer.h"
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#include "SandBox2D/SandBox2D.h"
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/*
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class ExampleLayer : public Hazel::Layer
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{
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public:
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ExampleLayer() : Layer("ExampleLayer"), m_CameraController(1280.0f / 720.0f), m_SquarePosition(glm::vec3(0.0f))
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{
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// ------------------------------------------------------------test------------------------------------------------------------
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// Vertex Array
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m_VertexArray = Hazel::VertexArray::Create();
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// Vertex Buffer
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float vertices[3 * 7] = {
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-0.5f, -0.5f, 0.0f, 0.8f, 0.2f, 0.8f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.2f, 0.3f, 0.8f, 1.0f,
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0.0f, 0.5f, 0.0f, 0.8f, 0.8f, 0.2f, 1.0f
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};
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std::shared_ptr<Hazel::VertexBuffer> m_VertexBuffer;
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m_VertexBuffer.reset(Hazel::VertexBuffer::Create(vertices, sizeof(vertices)));
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Hazel::BufferLayout layout = {
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{Hazel::ShaderDataType::Float3, "a_Postion"},
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{Hazel::ShaderDataType::Float4, "a_Color"},
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};
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m_VertexBuffer->SetLayout(layout);
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m_VertexArray->AddVertexBuffer(m_VertexBuffer);
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uint32_t indices[6] = {0, 1, 2};
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std::shared_ptr<Hazel::IndexBuffer> m_IndexBuffer;
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m_IndexBuffer.reset(Hazel::IndexBuffer::Create(indices, sizeof(indices) / sizeof(indices[0])));
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m_VertexArray->SetIndexBuffer(m_IndexBuffer);
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// Shader
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std::string vertexSrc = R"(
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#version 460 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec3 a_Color;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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out vec3 v_Position;
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out vec3 v_Color;
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void main() {
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v_Position = a_Position;
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v_Color = a_Color;
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gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
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}
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)";
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std::string fragmentSrc = R"(
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#version 460 core
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layout(location = 0) out vec4 color;
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in vec3 v_Position;
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in vec3 v_Color;
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void main() {
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color = vec4(v_Color, 1.0f);
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}
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)";
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m_Shader = Hazel::Shader::Create("demoShader", vertexSrc, fragmentSrc);
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m_SquareVA = Hazel::VertexArray::Create();
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float squareVertices[5 * 4] = {
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f,1.0f, 0.0f,
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0.5f, 0.5f, 0.0f,1.0f, 1.0f,
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-0.5f, 0.5f, 0.0f,0.0f, 1.0f
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};
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std::shared_ptr<Hazel::VertexBuffer> squareVB; //= VertexBuffer::Create(squareVertices, sizeof(squareVertices));
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squareVB.reset(Hazel::VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
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squareVB->SetLayout(
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{
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{Hazel::ShaderDataType::Float3, "a_Postion"},
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{Hazel::ShaderDataType::Float2, "a_TexCoord"}
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});
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m_SquareVA->AddVertexBuffer(squareVB);
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uint32_t squareIndice[6] = {0, 1, 2, 2, 3, 0};
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std::shared_ptr<Hazel::IndexBuffer> squareIB;
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// = std::make_shared<IndexBuffer>(IndexBuffer::Create(squareIndice, sizeof(squareIndice) / sizeof(uint32_t)));
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squareIB.reset(Hazel::IndexBuffer::Create(squareIndice, sizeof(squareIndice) / sizeof(uint32_t)));
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m_SquareVA->SetIndexBuffer(squareIB);
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std::string coloeVertexSrc = R"(
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#version 460 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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out vec2 v_TexCoord;
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void main() {
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v_TexCoord = a_TexCoord;
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gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
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}
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)";
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std::string colorFragmentSrc = R"(
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#version 460 core
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layout(location = 0) out vec4 color;
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in vec3 v_Position;
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uniform vec4 u_Color;
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void main() {
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color = u_Color;
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}
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)";
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m_colorShader = Hazel::Shader::Create("ColorShader", coloeVertexSrc, colorFragmentSrc);
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// Texture.Shader
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// m_TextureShader = Hazel::Shader::Create("assets/shaders/Texture.glsl");
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auto textureShader = m_ShaderLibrary.Load("assets/shaders/Texture.glsl");
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// Texture
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m_Texture = Hazel::Texture2D::Create("assets/textures/Checkerboard.png");
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m_logoTexture = Hazel::Texture2D::Create("assets/textures/iceLogo.png");
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std::dynamic_pointer_cast<Hazel::OpenGLShader>(textureShader)->Bind();
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std::dynamic_pointer_cast<Hazel::OpenGLShader>(textureShader)->UploadUniformInt("u_Texture", 0);
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}
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void OnUpdate(Hazel::TimeStep& ts) override
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{
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m_CameraController.OnUpdate(ts);
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// key event
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{
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float time = ts;
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const bool* state = SDL_GetKeyboardState(NULL);
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if (state[SDL_SCANCODE_I])
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{
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m_SquarePosition.y += 5 * time;
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}
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else if (state[SDL_SCANCODE_K])
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{
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m_SquarePosition.y -= 5 * time;
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}
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if (state[SDL_SCANCODE_J])
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{
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m_SquarePosition.x -= 5 * time;
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}
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else if (state[SDL_SCANCODE_L])
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{
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m_SquarePosition.x += 5 * time;
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}
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}
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Hazel::RendererCommand::SetClearColor(m_ScreenClearColor);
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Hazel::RendererCommand::Clear();
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Hazel::Renderer::BeginScene(m_CameraController.GetCamera());
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auto transform = glm::translate(glm::mat4(1.0f), m_SquarePosition);
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auto textureShader = m_ShaderLibrary.Get("Texture");
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m_Texture->Bind();
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Hazel::Renderer::Submit(textureShader, m_SquareVA, transform);
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m_logoTexture->Bind();
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Hazel::Renderer::Submit(textureShader, m_SquareVA);
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Hazel::Renderer::EndScene();
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}
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void OnEvent(SDL_Event& event) override
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{
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m_CameraController.OnEvent(event);
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}
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void OnImGuiRender() override
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{
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ImGui::ShowDemoWindow();
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const auto cameraRotation = m_CameraController.GetCamera().GetRotation();
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const auto cameraPosition = m_CameraController.GetCamera().GetPosition();
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ImGui::Begin("Hazel Layer");
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ImGui::Text("Rotation: %f", cameraRotation);
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ImGui::Text("Position: ( %.2f, %.2f, %.2f)", cameraPosition.x, cameraPosition.y, cameraPosition.z);
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ImGui::Text("frame: %.3f", ImGui::GetIO().Framerate);
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ImGui::ColorEdit3("Square Color", glm::value_ptr(m_SquareColor));
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ImGui::NewLine();
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ImGui::ColorEdit4("Screen Clear Color", glm::value_ptr(m_ScreenClearColor));
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ImGui::End();
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}
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private:
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Hazel::ShaderLibrary m_ShaderLibrary;
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Hazel::Ref<Hazel::Shader> m_Shader;
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Hazel::Ref<Hazel::VertexArray> m_VertexArray;
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Hazel::Ref<Hazel::VertexArray> m_SquareVA;
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Hazel::Ref<Hazel::Shader> m_colorShader;
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Hazel::Ref<Hazel::Texture2D> m_Texture, m_logoTexture;
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Hazel::OrthographicCameraController m_CameraController;
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glm::vec3 m_SquarePosition;
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float m_SquareMoveSpeed = 1.0f;
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glm::vec3 m_SquareColor = {0.2f, 0.3f, 0.8f};
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glm::vec4 m_ScreenClearColor = {0.1f, 0.1f, 0.1f, 1.0f};
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};
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*/
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// #include "DemoBox/GameLayer.h"
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// #include "Example/ExampleLayer.h"
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@ -237,6 +14,7 @@ public:
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{
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// PushLayer(new ExampleLayer());
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PushLayer(new SandBox2D());
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// PushLayer(new GameLayer());
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}
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~Sandbox();
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