Remove cubes, restore back to drawing squares
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7295d4712c
commit
17a89269f0
@ -222,67 +222,8 @@ int main()
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Dengine::Texture *containerTex = assetManager.getTexture("container");
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Dengine::Shader *shader = assetManager.getShader("default");
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//if (!containerTex) return -1;
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/* Create OGL Vertex objects */
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GLfloat vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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#if 0
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GLfloat vertices[] = {
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// Positions Colors Texture Coords
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+0.5f, +0.5f, +0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
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@ -290,20 +231,17 @@ int main()
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-0.5f, -0.5f, +0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom left
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-0.5f, +0.5f, +0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top left
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};
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GLuint indices[] = {
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0, 1, 3, // First triangle
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1, 2, 3, // First triangle
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};
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#endif
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GLuint vbo, vao;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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#if 0
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GLuint ebo;
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glGenBuffers(1, &ebo);
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#endif
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// 1. Bind vertex array object
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glBindVertexArray(vao);
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@ -312,7 +250,6 @@ int main()
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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#if 0
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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@ -336,15 +273,6 @@ int main()
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glVertexAttribPointer(2, numTexCoord, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)texCoordByteOffset);
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glEnableVertexAttribArray(2);
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#endif
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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(GLvoid *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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(GLvoid *)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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// 4. Unbind to prevent mistakes
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -376,6 +304,7 @@ int main()
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shader->use();
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/* Camera/View transformation */
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glm::mat4 model;
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glm::mat4 view;
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// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
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view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
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@ -388,27 +317,17 @@ int main()
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/* Get shader uniform locations */
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GLuint modelLoc = glGetUniformLocation(shader->mProgram, "model");
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GLuint viewLoc = glGetUniformLocation(shader->mProgram, "view");
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GLuint projectionLoc = glGetUniformLocation(shader->mProgram, "projection");
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GLuint viewLoc = glGetUniformLocation(shader->mProgram, "view");
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GLuint projectionLoc =
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glGetUniformLocation(shader->mProgram, "projection");
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/* Pass matrices to the shader */
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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glBindVertexArray(vao);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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for (GLuint i = 0; i < 10; i++)
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{
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/* Calculate model matrix for each object and pass it to shader */
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glm::mat4 model;
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model = glm::translate(model, cubePositions[i]);
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GLfloat angle = glm::radians(20.0f * i);
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model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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/* Swap the buffers */
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