Remove cubes, restore back to drawing squares

This commit is contained in:
Doyle Thai 2016-06-04 23:09:59 +10:00
parent 7295d4712c
commit 17a89269f0

View File

@ -222,67 +222,8 @@ int main()
Dengine::Texture *containerTex = assetManager.getTexture("container");
Dengine::Shader *shader = assetManager.getShader("default");
//if (!containerTex) return -1;
/* Create OGL Vertex objects */
GLfloat vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
glm::vec3 cubePositions[] = {
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3( 2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3( 1.3f, -2.0f, -2.5f),
glm::vec3( 1.5f, 2.0f, -2.5f),
glm::vec3( 1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
#if 0
GLfloat vertices[] = {
// Positions Colors Texture Coords
+0.5f, +0.5f, +0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
@ -290,20 +231,17 @@ int main()
-0.5f, -0.5f, +0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom left
-0.5f, +0.5f, +0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top left
};
GLuint indices[] = {
0, 1, 3, // First triangle
1, 2, 3, // First triangle
};
#endif
GLuint vbo, vao;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
#if 0
GLuint ebo;
glGenBuffers(1, &ebo);
#endif
// 1. Bind vertex array object
glBindVertexArray(vao);
@ -312,7 +250,6 @@ int main()
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
#if 0
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
@ -336,15 +273,6 @@ int main()
glVertexAttribPointer(2, numTexCoord, GL_FLOAT, GL_FALSE, vertexSize,
(GLvoid *)texCoordByteOffset);
glEnableVertexAttribArray(2);
#endif
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
(GLvoid *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
(GLvoid *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
// 4. Unbind to prevent mistakes
glBindBuffer(GL_ARRAY_BUFFER, 0);
@ -376,6 +304,7 @@ int main()
shader->use();
/* Camera/View transformation */
glm::mat4 model;
glm::mat4 view;
// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
@ -388,27 +317,17 @@ int main()
/* Get shader uniform locations */
GLuint modelLoc = glGetUniformLocation(shader->mProgram, "model");
GLuint viewLoc = glGetUniformLocation(shader->mProgram, "view");
GLuint projectionLoc = glGetUniformLocation(shader->mProgram, "projection");
GLuint viewLoc = glGetUniformLocation(shader->mProgram, "view");
GLuint projectionLoc =
glGetUniformLocation(shader->mProgram, "projection");
/* Pass matrices to the shader */
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(vao);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
for (GLuint i = 0; i < 10; i++)
{
/* Calculate model matrix for each object and pass it to shader */
glm::mat4 model;
model = glm::translate(model, cubePositions[i]);
GLfloat angle = glm::radians(20.0f * i);
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
/* Swap the buffers */